Silverymoon Settlement in Not Forgotten Realms | World Anvil

Silverymoon

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Silverymoon is well represented by its reputation of the “Gem of the North”.   The city is unlike any other in the known world. With immaculate gardens, tree’s that touch the heavens and what seems to be the blessings of several gods, Silverymoon is a haven for magical enthusiasts, bardic practitioners, holy pilgrims and all walks of civilised life. The City wraps both banks of the River Rauvin, as it moves towards the Evermoor’s. The city is well known as a leader in magical and bardic training, with more than a few schools, devoted for specific domains. The Harpers also consider Silverymoon a citadel for their quest for knowledge and freedom of information.   The city itself has a reputation for enlightenment, and the scores of free thinking types.   History & Current Situation Characters should be asked to roll for a DC12 Intelligence (History) Check for the recent history of the region and Silverymoon itself. If successful, the character should have knowledge of the War of the Silver Marches, from which Silverymoon, delayed by infighting and political inefficiency, failed to contribute to, in any meaningful way. This led to the complete destruction of the surface city of Sundabar and in turn, led to the Dwarves reneging on the confederation of the Silver Marches. Silverymoon now has been almost ignored as a viable place of business with the Dwarves, which has the potential to cost many jobs and degrade the economic value of the city.   The falling of the alliance, has left the region in the past 4 or 5 years, vulnerable to various forms of exploitation. Primarily by typical threats such as orcs and Goblins, but also, by enterprising outfits of criminals, strange beasts from the wilderness and powerful beings, which hope to exert influence over the politically weak region. Silverymoon still acts as a trading hub, with roads travelling, too and from cities, such as the likes of Waterdeep, Yartar, Triboar, Everlund and Nesme.  

Points of Interest

  Silverymoon has a number of historical and famous landmarks, often heard about by many of the locals of the region, as well as most of the Swords Coast. The city lays loosely separated into a number of districts, listed as follows, Goodman’s District,   Hunters District, Old City, New City and Palace District. Most points of interest, include but aren’t limited to the following:   Schools & Places of Learning Arkhen’s Invocatorium - A specialty magic college in the city focusing on sorcery. Rumoured to be filled with various animated items and constructs.   Miresk’s School of Thaumaturgy - A school of magic devoted to simpler and more practical spells. Boasting that most grand spells are compensating for some deficiency in the caster, this school focuses on using simple spells to their maximum potential. Utrumm’s Music Conservatory - A school of symphony, this conservatory teaches the mastery of musical instruments to the population and a number of travellers. Not a bardic institution, this school only focuses on the discipline of music itself. There are several bardic institutions to be found throughout the city.   Vault of the Sages - This grand building hosts, arguably, the largest and most complete collection of knowledge, on the whole continent. The building is made of Dwarvish design and the first of five levels, openly hosts any person, wanting to find recent regional information, meet new people, or gain insight on a topic.   The Moonbridge - Connecting the New City district to the Old City, this bridge arcs over the River Rauvin as a testament to the beauty and magical nature of Silverymoon itself. Almost invisible at day this bridge made of magical energy, which shimmers and glows in the moonlight.   Various Inns & Taverns Bright Blade Brandished - A typical style adventures tavern, this structure is full of folk from various races, class and religion. Aided by a number of magical enchantments, drinks appear via telekinesis and fights are broken up by magical intervention. Rumours and news are often spoken first here in the city and it is an excellent place to pick up work.   Golden Oak Inn & Temple to Shiallia - This is a more sombre Inn, frequented most commonly by elvish types.   Inn of the Wayward Sages - A hive of the intellectual, this Inn hosts a number of travelling sages and scribes, come to study at the Vault of Sages.   Son of the Goat - Previously known as the Dancing Goat, before a particularly destructive fire. This Inn is a local favourite, located near to the dock area.  

Temples

May temples and shrines can be found within the city, these include,   The Halls of Inspiration - devoted to Oghma and Milil.   The House Invincible - devoted to Helm. Mielikki's Glade - devoted to Mielikki Rhyester's Matin - devoted to Lathander The Temple of Silver Stars - devoted to Selune.   Guard’s and Military Silverymoon is Home to a few differing martial factions. Most notably is the group named Knights in Silver, headed by paladin Sernius Alathar. Secondly is the magical contingent known as the Spellguard. Typical daily running of the city is left to the Grand Marshal and their Silverwatch. For places of import and specialist attention, the High Guard, made up of Silverwatch veterans can be found.        

Серебрянная Луна, Сильверимун - Silverymoon

  The city of Silverymoon is a beautiful place of ancient trees and soaring towers, with curving lines in its stonework and garden plantings adorning every nook and balcony. Aerial steeds carry riders on high, magic and learning is revered, music and laughter are heard often in the streets, and the city contains fascinating shops brim-full of maps, books, minor magic items, and beautiful things.   Even more so than Waterdeep, Silverymoon is built on the spirit of cooperation between the races. Humans, Elves, and Dwarves all maintain dwellings in the same areas of the city instead of dividing into separate wards. A human Home might be built around the base of a tree, with Elves using the tree above as part of the walkway to their central tree Home, and Dwarves caverns beneath the surface. - Silverymoon is considered the foremost center of learning and culture in the North. It is noted for its musicians, its cobblers, its sculptors, and its stonemasons - as well as the mages, who are gathered here in greater numbers than in any other city of the Sword Coast lands except Waterdeep. Their might alone keeps the Arcane Brotherhood of Luskan and other evils of the North at bay - were these mages to vanish tomorrow, the civilized North might well be swept away in blood and ruin.   Silverymoon boasts a conservatory of music, a great library, parks, castle-like residences of many noble folk, and temples and shrines to such deities as Helm, Lathander, Mielikki, Milil, Mystra, Oghma, Selûne, Silvanus, Suno, Tymora, and the dwarven and elven deities. Perhaps the most famous structure is the University of Silverymoon; a school of magic composed of several formerly separate colleges. Member schools include The Lady's College (serving both sorcerers and bards), Miresk's School of Thaumaturgy, and Foclucan, a legendary bard's college that has reopened (having taken a century off after being overrun by orcs).   The city's army, the Knights in Silver, numbers over five hundred and patrols the city constantly. Harper scouts and mages assist them, and when they must turn back orc hordes, awesome mage-might gathers to fight with them, Silverymoon is also protected by a number of wards that detect the presence of evil beings and the use of magic in certain areas. Even long-time Silveraen know little about the properties of the permanent magical field that augments some magic, turns other spells wild, and negates still others, protecting the city east of its great open market. Certain areas in the palace (a place heavily guarded at all times by mages of the elite Spellguard) have an Inner Ward that requires Possession of a token to allow entry at all.   The city's peace and goodwill is due to the influence of powerful local mages and the Harpers. Silverymoon's folk feel safe and that's due to the vigilance of the mages and agents trained and established by Alustriel.   In 1369 DR, the Lady Alustriel stepped down as High Mage, yielding up the Silver Throne to Taern "Thunderspell" Hornblade (LG male human Wiz18). Alustriel is the High Lady, or Speaker, of the Silver Marches and leads the league councils.   The Gem of the North is a fitting epithet for Silvery- moon: a beautiful, tranquil city where trees and gardens live in harmony with buildings, bridges, and sculptures. Silverymoon is an enlightened place, with a great li¬brary, breathtaking temples and shrines, and respected Schools of magic, art, and music. Its beauty awes visitors and is the subject of many bardic songs and tales.   High Marshal Methrammar Aerasume, the city’s lord, resides in a tall, slender palace on the east side of the city and commands Silverymoon’s knight-defenders.   The city’s magical defenses are even more formidable than the knights and have served the city well for years. Silverymoon is also a haven for Harpers-not surpris¬ing, given that many Harpers are wizards and bards.   Grand and enlightened though the city may be, Sil¬verymoon’s reputation was tarnished by its halfhearted efforts in aid of Sundabar during the War of the Silver Marches. The city remains a powerful and influential member of the Lords’ Alliance, however.   For more information on Silverymoon, see the Sword Coast Adventurer's Guide.      
“The unity and goodwill in this place is suffocating.”Langdedrosa Cyanwrath
  Silverymoon is the political and cultural capital of the nation of Luruar. Methrammar Aerasume leads Luruar as a whole, succeeding the nation's founder Alustriel Silverhand, who was formerly the leader of Silverymoon itself. Although the leadership of Luruar is not combined with the leadership of Silverymoon, Alustriel's prominent position within the Silverymoon government prior to her ascension as well as the concentration of cultural, economic, and military power in the city of Silverymoon itself both led to the city becoming much more prominent and influential over the nation despite a lack of explicit legal favoritism.   Luruar and Neverwinter have been competing to be the third most powerful sphere of influence in the Sword Coast region for over a century, and they are as near one another in influence now as they were before. Unfortunately, this is not because they have maintained pace with one another but because they have both experienced disasters that set them back by similar amounts. While Neverwinter was physically destroyed and forced to rebuild, Luruar was overwhelmed by orcish invasion from the Spine of the World soon after Methrammar took over. Methrammar, lacking Alustriel's talent for diplomacy, stewardship, and organization, led a confused resistance against the invasion. Despite the slow start, Methrammar was eventually able to form up the armies of Luruar (especially the large and powerful military of Silverymoon) and drive back the invaders, but the dwarven citadels of the north had been left to fend off the sieges by themselves for months while the mixed dwarf/human city of Sundabar had been overrun and completely destroyed.   As a result of this, the Dwarves lost confidence in the ability of Luruar to provide mutual defense and saw no reason why their coffers should be drained to support a nation that couldn't keep its promises of protection. The loss of the dwarven citadels, especially the wealthy city of Mithral Hall, was a serious blow to the prominence of Luruar and its capital Silverymoon, especially as it came simultaneously with the loss of their founder and great leader Alustriel.   While Silverymoon's sphere of influence is greatly diminished by these events, the city itself remains an economic and military powerhouse. The city is a trade nexus between all of Luruar including the valuable mining city of Sundabar (still undergoing reconstruction) and the trade gateway of Everlund as well as two of the three dwarven citadels in the north, whose trade must flow through Silverymoon and Everlund to reach Waterdeep via Triboar. This trade nexus is maintained due to the vigilance of the Knights in Silver, Silverymoon's powerful chivalric order which keeps Luruar free of orcs and forms a formidable vanguard for their military when marshaled for war. In addition, Silverymoon boasts the Spellguard and the High Guard, two much smaller but far more exalted elite orders dedicated to the defense of the city and palace (respectively), as well as the Silverwatch which maintains order in the streets, the Moon Garrison that serves as the rank-andfile of the city's defenses, and the Argent Legion, a massive army supplied by recruits from all across Luruar and dedicated to the defense of all member cities.   Perhaps its most formidable defense, however, is the Silverymoon Mythal, a powerful magical ward that prevents all but the strongest willed evil creatures from remaining, including chromatic dragons, demons, devils, goblinoids, orcs, trolls, illithids, Drow, duergard, and giants, while also preventing the casting of evocation spells, teleportation spells, and summoning spells by anyone not carrying a magical charm that grants them exemption. Silverymoon has no shortage of military defenses nor do they lack the ability to project force. They are quite possibly the most powerful land military in all of the Sword Coast.   Given this abundance of economic and military power, convincing Silverymoon to give up any amount of independence and be absorbed even into the periphery of another sphere of influence is a task of titanic difficulty. The orcish Kingdom of Many-Arrows has a demonstrable capability to pose a serious threat to Luruar, but that was before they took the losses they did in their previous invasion. If the Dwarves could be convinced to completely ignore an orcish invasion of Luruar, Many-Arrows would have a fighting chance of overwhelming the nation. Even if Luruar survived, they might find more of their internal trade network and several member cities demolished, leaving them simultaneously in need of a massive reconstruction effort and with their primary means of funding such an effort crippled. If Luruar were rebuilt by an outside party, that party might be able to sign treaties that gave them control over trade within Luruar, possibly even to the extent of cutting Silverymoon out entirely unless they, too, cede their sovereignty to treaties that would bring them into another's sphere of influence. Alternatively, a party might attempt to set up one of their own or a trusted ally to become the next High Mage of Silverymoon or the next leader of Luruar. Each of these offices has a (usually non-hereditary) successor designated by the current ruler. Convincing such a ruler to designate someone who spends most of their time outside Luruar as opposed to a member of the Spellguard, the High Guard, or their existing advisers would be difficult, but not impossible, nor would it be impossible to find someone from one of those organizations who would be amenable to joining another sphere of influence.   A more direct approach might involve invading Luruar with a coalition between not just Many-Arrows, but also the People of the Black Blood, the trolls of the Evermoors, the Uthgardt Barbarians throughout the wilderness periphery, and the orc and goblinoid tribes of the Nether Mountains might be able to bring even the powerful military of Silverymoon to its knees.  

Further Reading

  The 3e sourcebook Silver Marches is about a century out of date, but nevertheless provides mostly accurate details on not only Silverymoon and the other cities of Luruar, but also the entire region. To avoid redundancy, this sourcebook will not be mentioned in other sections, however it is nevertheless the best source for closer details on every subsection within the Silverymoon section of this document.   Жемчужина Севера - подходящий эпитет для Сильверимуна: красивого, тихого города, где деревья и сады растут в гармонии со зданиями, мостами и скульптурами. Сильверимун - это и просвещённый город с великой библиотекой, захватывающими дух храмами и святынями, уважаемыми школами магии, искусства и музыки. Его красота внушает трепет гостям и становится предметом множества бардских песен и сказаний.   Высокий Маршал Метраммар Эйрасам, правитель города, проживает в высоком, изящном дворце на востоке города и командует рыцарями-защитниками Сильверимуна.   Магическая защита города даже более могучая, чем рыцари, которые верно служат ему на протяжении лет. Сильверимун также служит убежищем для Арфистов - что не удивительно, потому, что множество Арфистов являются волшебниками или бардами.   Величественный и просвещённый на столько, на сколько может быть город, Сильверимун всё же подпортил себе репутацию вялыми попытками помочь Сундабару во время Войны Серебряных Топей. Впрочем, город остаётся могучим и влиятельным представителем Альянса Лордов.  

СИЛЬВЕРИМУН, ЖЕМЧУЖИНА СЕВЕРА

  Символ надежды Серебряных Кордонов и наиболее богатый и важный город на Севере после самого Ва- тердипа, Сильверимун воистину имеет право назы¬ваться «Жемчужиной Севера».   Жемчужина Севера - подходящий эпитет для Сильверимуна: красивого, тихого города, где деревья и сады растут в гармонии со зданиями, мостами и скульптурами. Сильверимун - это и просвещённый город с великой библиотекой, захватывающими дух храмами и святынями, уважаемыми школами магии, искусства и музыки. Его красота внушает трепет гостям и становится предметом множества бардских песен и сказаний. Высокий Маршал Метраммар Эйрасам, правитель города, проживает в высоком, изящном дворце на востоке города и командует рыцарями-защитниками Сильверимуна. Магическая защита города даже более могучая, чем рыцари, которые верно служат ему на протяжении лет. Сильверимун также служит убежищем для Арфистов - что не удивительно, потому, что множество Арфистов являются волшебниками или бардами. Величественный и просвещённый на столько, на сколько может быть город, Сильверимун всё же подпортил себе репутацию вялыми попытками помочь Сундабару во время Войны Серебряных Топей. Впрочем, город остаётся могучим и влиятельным представителем Альянса Лордов. Для получения более подробной информации о Сильверимуне обратитесь к Путеводителю приключенца по Побережью Меча.       Сильверимун давно уже стал участником Альянса Лордов, и был участником Серебряных Пределов Луруара в течение всего существования этого союза. Сильверимун таков, каким стремятся стать дру¬гие города: тихое, мирное королевство, где разные расы разделяют общие радости, знания и защиту. Город населен преимущественно «добрыми» расами: людьми, дварфами, гномами, эльфами, халфлингами и полуэльфами - но принадлежность к другой расе не означает, что вас не впустят в Сильверимун, хотя дроу или орк, ведущие себя в соответствии с зовом крови, понесут полную ответственность за наруше¬ние мирной жизни города. Не буду скрывать своей любви к моей родине в нижеприведенном описа¬нии, но постараюсь быть в нем как можно более объективной..   От вида Жемчужины Севера захватывает дух: изгибы его построек, взмывающие ввысь башни и здания, встроенные в живые деревья, поражают воображение. Многим эльфам город служит напоми¬нанием о древних эльфийских городах, некоторые даже называют его Миф Драннором Севера, даже теперь, после восстановления и падения леген¬дарного города. Даже там, где при строительстве использовался камень, плющ и прочие растения прорастают сквозь, поверх и вокруг большинства структурных элементов постройки, придавая всему городу зеленоватый оттенок.   Несмотря на свою дикую архитектуру, Сильверимун вполне цивилизован, и может похвастаться школами музыки и магии, большой библиотекой, институтом бардов и часовнями или храмами Май- ликки, Огмы, Сильвануса, Суни, Тиморы и Мистры. Знание, и его получение и мудрость, приходящая в прилежном учении, - это истинные сокровища Сильверимуна, ровно в той же степени, в которой ими могут быть деньги или магия.   Можно долго и с удовольствием бродить среди городских деревьев, но настоящее благоговение охватит вас тогда, когда вы приблизитесь к реке Рорин и увидите Лунный Мост - огромную арку серебристой энергии, нависающую над водой. Даже жителей города вид этого великолепного явления не оставляет равнодушными, и некоторые утвер¬ждают, то видели богиню Лурью (в честь которой назван город) танцующей над пролетами моста, когда не было других свидетелей.   Ввиду красоты Сильверимуна путешествие в него может стать одним из самых запоминающихся впечатлений для большинства тех, кто живет не в нем. Даже для тех, кто регулярно сражается с чудо¬вищами или использует магию, Сильверимун с его тихой, задумчивой красотой предлагает роскошные возможности для обучения и отдыха от суровой действительности Севера.   Те, кто ищут утерянные или сокрытые знания, часто приходят в Сильверимун в поисках средств получения таких знаний, будь то обучение в Своде Мудрецов или работа в Хранилище Карт в поисках месторасположения затерянного города или рощи. Это всего лишь два из многих образовательных и научных учреждений в Конклаве Сильверимуна, центре знаний и мудрости, занимающем значитель¬ную долю южной части города. Если карта, книга или заклинание существует где-либо в Фаэруне, здесь наверняка можно найти информацию о них, хотя это может быть всего лишь упоминание в одном из фолиантов или воспоминание одного из мудрецов. Кэндлкип может быть и является круп¬нейшим собранием письменных знаний в мире, но в конечном счете он олицетворяет коллекциониро¬вание информации как самоцель. В Сильверимуне же знания и мудрость находятся в почете. Если ваша задача - перевести древний том с мертвого языка, понять правильную тональность исполнения сложной песни, или лучше понять смысл загадочных письмен давно умершего мудреца, то искать помо¬щи в этом стоит именно в Сильверимуне.   Легко прийти в Сильверимун в поисках знаний о каком-то одном конкретном предмете, и оказаться захваченным процессом изучения на всю жизнь или просто понять, что на самом деле вы хотели именно погрузиться в процесс обучения, а не соб¬ственно узнать первоначально требовавшийся факт. Хотя в Сильверимуне можно найти учителей и экспертов практически в любой области, взаимодей¬ствие с ними редко настолько просто, чтобы задать вопрос и тут же получить на него ответ. Обучение конкретному заклинанию, поиск древних руин или обретение понимания конкретного секрета может потребовать месяцев обучения, чтобы учитель убе¬дился, что знание доверяется достойному ученику.    В восточной части города находится Высокий Дворец, капитолий города и погибшего государства Луруар. Лорд Метраммар Эйрасам живет в этой вы¬сокой постройке с изящными шпилями. Зубцы его крепостной стены вырезаны так, что напоминают головы единорогов. Солдаты Высокой Стражи, за¬кованные в сияющие серебряные доспехи, защища¬ют резиденцию правителя и трон и не позволяют входить тем, у кого нет дел внутри.   Сильверимун долго управлялся высшими мага¬ми. Одно из наиболее длинных из их правлений, и, конечно, наиболее повлиявшее на город, - правление Аластриэль Сильверхенд, закончилось более сотни лет назад, когда она покинула трон и стала Высокой Леди Луруара, а на ее пост взошел Таерн Хорнблейд. Хотя в последнее столетие он управлял мудро, не¬давно Таерн уступил правление городом Высокому Маршалу Метраммару Эйрасаму, сыну-полуэльфу Ала- стриэль и лидеру вооруженных сил Сильверимуна Таерн при этом по-прежнему выступает от имени Метраммара на собраниях Альянса Лордов, так как новый правитель слишком прямолинеен и нетерпе¬лив, чтобы напрямую общаться с другими лордами в Альянсе.   Сильверимун защищен несколькими силами. Одна из них- Рыцари в Серебре, воины в сияющих до¬спехах, патрулирующие город и окрестности. Офи¬церы Рыцарей хорошо обучены тактике и военной истории, и у них высокое мнение о собственных способностях и способностях их соратников - мне¬ние, которое часто подтверждается на практике. Рыцарей поддерживает Магическая Стража - кон¬тингент могущественных волшебников и колдунов, обученных боевой магии. И, наконец, городской мифал, огромное магическое защитное поле, кото¬рое препятствует колдовству обитателей города. В частности, заклинания, которые вызывают огонь, призывают существ, или производят эффект теле¬портации не работают, если их цель находится вну¬три мифала Если враг попытается перейти Лунный Мост, его магический пролет может быть отклю¬чен (правителями города и несколькими другими лицами, сонастроенных с мифалом), и нападающие упадут в реку.   Престиж ни одного другого города не постра¬дал так, как престиж Сильверимуна, в результате недавней войны и последующего роспуска Серебря¬ных Пределов. Хотя жители Сильверимуна и пыта¬лись помогать соседним городам, были обвинения в адрес сильверимунцев, что поддержка, которую они оказали Сандабару, чье наземное население было полностью уничтожено, была недостаточной и некомпетентной. Как результат, все дварфийские го¬рода вышли из альянса, и без лидерства Аластриэль, которое поддерживало его с момента основания, конфедерация развалилась. Таерн Хорнблейд уже не является таким уважаемым голосом и в Альянсе Лордов, каким была Аластриэль, частично, потому, что уважение, которым пользовалась его предше¬ственница, перешло к ее сестре Лаэраль, теперь являющейся Публичным Лордом Глубоководья..   Несмотря на сообщения о ее смерти десятки лет назад, до города недавно доползли слухи, что на самом деле Высокая Леди Аластриэль жива и ведет активную деятельность в южных землях. Похоже, она не выходила на связь ни со своим сыном, ни с бывшим соратником, Таерном Хорнблейдом, хотя учитывая, как сильна была его широко известная безнадежная любовь к Высокой Леди, и сколько времени потребовалось ему, чтобы пережить горе её утраты, неизвестно, как бы он отреагировал, полу¬чив доказательство, что она жива.   Сильверимун давно известен как прибежище Арфистов, потому что город не видит конфликта между целями Альянса Лордов и Теми, Кто Играет. Правители других городов могут считать присут¬ствие Арфистов угрозой своей власти, Сильверимун желает покончить с тираниями так же горячо, как Арфисты. В то же время, некоторые сильверимунцы считают толерантное отношение города к другим членам Альянса (при этом некоторые имеют вви¬ду Мирабар, некоторые - Врата Балдура) несколько наивным.  
Сильверимун (столица): Магический; М3 ХД;   Импорт: Еда (особенно зерно и крупный рогатый скот), оружие, обувь, текстиль и одежда.   Экспорт: Книги, бумага, чернила, стекло, стеклян¬ные изделия, лекарственные травы, меха, мебель, ле¬соматериалы, ценные руды.
  Сильверимун полон удивительных и редких ве¬щей. Шумный город наполнен зеленью и прекрасны¬ми каменными сооружениями. Древние, огромных размеров дубы почти касаются своими вершинами небес, синелиственники бросают тени на плиточные мостовые улиц. В архитектуре преобладает плавный дугообразный стиль, благодаря которому создается впечатление, будто строения не были созданы рука¬ми человека, а выросли сами по себе как стебли неко¬го диковинного растения. Многие старинные здания покрыты тонким слоем специально выплавленного стекла, ярко синего или изумрудно зеленого цветов. Повсюду видны балконы и винтовые лестницы, при¬чудливые витражи, перила, колоны, и все это укра¬шено травами и цветами, растущими в удивительных беседках. От большинства жилых домов к беседкам тянуться дорожки, покрытые ковром зеленой травы. Многие приходят туда для того, чтобы сыграть на своих арфах, флейтах и других инструментах, или просто отдыхают, наслаждаясь прекрасными пейза¬жами.   Многие места предлагают знания, но те, кото¬рые можно получить в Сильверимуне, ценятся на¬много выше других. Большинство удовлетворяются тем, что становятся экспертами, по крайней мере, в одной области. Жители Сильверимуна, которых еще называют Сильвермунцы, любят остроумные высказывания, хорошие шутки, ценят знание и кра¬сивую музыку, читают поэмы, баллады и любовные романы; трижды в неделю многие из них посещают публичные или приватные званные обеды и танце-вальные вечера. Они имеют склонность заниматься самыми разными делами, их интересы постоянно изменяются. Такое поведение вносит в торговлю се¬зонный характер, новые магазины то появляются, то снова исчезают. Однако, несмотря на это в них всегда можно увидеть обворожительно красивые сувениры, магические артефакты, книги (в том числе и чистые, предназначенные для заполнения) и различные кар¬ты.   Старая часть города, расположенная на северном береге реки Раувин, соединяется с южным берегом посредством знаменитого волшебного Лунного Мо¬ста. Центральная часть этой магической конструк¬ции может быть деактивирована для обеспечения защиты города в случае вторжения или для того, что¬бы дать возможность кораблям с высокими мачтами пройти по реке. Множество остроконечных шпилей стройных и грациозных башен, не имеющих себе равных во всем Фаэруне, устремляются под самые небеса, радуют глаз и вызывают искреннее восхище¬ние.   Сильверимун, как, бесспорно, важнейший и крупнейший культурный и образовательный центр Се¬вера, представляет собой место населенное самыми различными расами и народами, живущими вместе в мире и благополучии. Важную роль в создании ат¬мосферы дружелюбия и безопасности в городе игра¬ют могущественные местные маги и, конечно же, Харперы. Обе эти силы объединяются в лице леди Алустриель, более известной в народе под именем Госпожа Надежда. Она поощряет частые банкеты и пиршества в честь праздников и тому подобных со¬бытий, в то время как ее шпионы внимательно на¬блюдают за всеми чужаками, посещающими город.   Алустриель предпочитает поддерживать оптимистическое и счастливое настроение в народе путем установления прозрачных и достаточно свободных правил и законов. Однако, несмотря на это, она пре¬красно понимает, что даже при таких условиях не¬возможно избежать интриг, обманов и заговоров. Поэтому в ее окружении постоянно находятся спе¬циально тренированные агенты, которые защищают ее от подобных вещей.   Некоторые из них служат в качестве личных ге¬рольдов Высшей Леди Серебряных Кордонов, дру¬гие же предоставляют ей свои услуги как новому Верховному Магу и служат в первую очередь на бла¬го Сильверимуна. Городская армия, представленная Рыцарями в Серебре, открыто патрулирует город и территорию вокруг него на семь дней пути. Кроме того, город является постоянным членов Альянса Лордов. Посещение Сильверимуна   Сильвермун больше похож на группу садов или лес¬ную просеку, чем на каменный город. Благодаря та¬кому обилию растительности он кажется на треть больше, чем такие же поселения его размера. Он так¬же и более тихий, благодаря приглушающим мягким ветеркам и понижающиму шум города мифалу, ко¬торый также предупреждает внезапные ливни, пере¬пады в температуре и суровости зимы. Серия хорошо выстраенных дварфами цистерн-резервуаров и сеть труб обеспечивают как процветание растений в горо¬де, так и постоянный доступ к свежей воде для питья и для полива растений.   Красота пышной растительности городских садов и большое количество районов, засаженных густой рас-тительностью, часто приводят к тому, что случайные путешественники, не знакомые с городом, могут бы¬стро потеряться в нем. К счастью, любой постоянный житель города с радостью укажет вам нужное направ¬ление, а на каждом пересечении выложенных булыж¬никами алей можно найти нарисованный указатель, определяющий в какой стороне находится север.   Многие здания в городе имеют подземные ярусы, а высота самих зданий достигает четырех, а иногда и пяти этажей. Однако, из-за большого количества де¬ревьев и витиеватой архитектуры городские башни кажутся немного размытыми, если смотреть на них с большого расстояния. Старая часть города располо¬жена на Северном берегу, а новая, постоянно разрас¬тающаяся область расположена на Южном берегу. В связи с тем, что цена на землю в новой части города была достаточно низкой, многие люди поспешили выкупить участки и начали их застройку. Они охотно сдают комнаты или этажи своих домов незнакомцам и не задают лишних вопросов.  

ЗНАМЕНИТЫЕ ТАВЕРНЫ

  На улицах Сильверимуна расположено множество пивных, таверн, винных погребов, баров и других по¬добных заведений самого высокого класса.   Размахивающийся Яркий Клинок: Таверна рас-положена на Северном Берегу, на улице Дорога За¬ката в самом западном углу Протяженности Стены. Здесь, в этой дружелюбной пивной всех готовы при¬нять с распростертыми объятьями. Простоватый ин¬терьер, два этажа и кабинки, прикрывающиеся зана¬весками. Неудачливые волшебники могут подрабо¬тать здесь в качестве официантов, передавая кружки с пивом, посредством заклинания магическая рука и получая за каждое по одной серебряной монете.  

Танцующая Коза

  Также расположена на Север¬ном берегу, в южной части Лунной Дороги, немно¬го севернее от Лунного Моста. В этом заведении в любой час царит атмосфера радости и шумного веселья. Это место бесконечных, полных энергии и энтузиазма танцев, флирта и сотен прекрасно вы¬держанных вин высшего качества. Танцующая Коза довольно часто привлекает внимание карманников и других профессионалов подобного ремесла.  

Молот и Шлем

  Её можно найти на улице Дорога Высокого Топора, что на Северном Берегу. Это весе¬лое заведение представляет собой бар, в котором со¬бираются дварфы, а также их доверенные компаньо¬ны по оружию. Отлично прожаренные птичьи кры¬лышки превращаются в снаряды после чьей-нибудь неудачной шутки, а громкий хохот утопает посреди океана крепкого, ядреного Сильнобородого сидра.  

Стена Хельмера

  На Северном Берегу, в том ме¬сте, где проходящая Аллея Выстрел из Лука встречается со Старой Стеной, стоит старая сторожевая башня, состоящая из массивных балок и грубых каменных стен. Стена Хельмера имеет роскошный винный погреб - главная гордость этого заведения. Оно достаточно популярно среди студентов самых разнообразных учебных заведений. Полные надежд и мечтаний, сюда приходят маги и ученые, для того, чтобы, сделав напыщенный вид, произнести какую- нибудь высокопарную речь или просто насладиться прекрасным вином. Такая активность иногда при¬вносит некий артистизм, хотя самые худшие из ора¬торов часто сбрасываются со своих трибун.  

Улыбающийся Сатир Сорлара

  Расположенное на Южном Берегу, на Аухтариинской Дороге, это сравнительно новое строение буквально приводит в замешательство обилием разноцветных окон, ка¬бинок, занавесок и запутанных ступенек самых раз¬нообразных и удивительных форм. Это учреждение обслуживает благородных дам и робких мужчин, со¬провождающих их. Владелец, почтенный чародей, очень ревностно следит за порядком и не допускает никаких шумных ссор или драк в своем заведении.  

Стоянка Оленя

  Это заведение расположено на Северном Берегу. Для того, чтобы добраться до него, нужно идти вдоль северной стороны Старой Стены на запад от Рынка, и спустя девять дверей вы окажетесь прямо перед ним. Здесь повсюду развешены оленьи рога и яркие боевые знамена. Это место в равной степени является столовой, клубом танцев и обычным баром. Среди основных блюд в меню, разу¬меется, есть оленина, странноватый на вкус пирог из угря, запеченный в сыре и покрытый хрустящей ко¬рочкой речной краб, большой ассортимент пикант¬ных мучных изделий, горячие копченые сосиски и, конечно же, известный на весь Сильверимун сырный пирог с орехами. С наступлением вечера огромный пустующий танцевальный зал заполняется людьми, и наступает пора шумного веселья.  

ГЛАВНЫЕ ГОСТИНИЦЫ

  В принципе, в летний период вы можете обойтись без того, чтобы снимать комнату в гостинице или еще где, так как в это время года можно без особых проблем провести ночь в одном из многочисленных садов или парков города. Однако, в остальные време¬на года большинство путешественников предпочи¬тают воспользоваться услугами гостиниц. Наиболее популярные из них описаны ниже.  

Золотистый Дуб

  Расположена по Дороге Танцу¬ющей Маски, что на Северном Берегу, на северо-запа¬де от Аллеи Раллоуглас. В этой гостинице простые и комфортные комнаты, слабо освещенные коридоры, наполненные благоухающими ароматами травяных настоек, на окнах повсюду вазоны с папоротниками. Такая атмосфера более всего подходит путешествен¬никам, привыкшим спать на открытом воздухе, так как она напоминает им уютный лесной уголок. На втором этаже расположены комнаты, которые мож¬но снять для проведения встреч, а внизу, в погребе, находится небольшой удобный бар.   Все комнаты в этой гостинице открываются в цен-тральный атриум, занимаемый огромным дубом, уходящим в открытое небо, а над столами, стоящими под ним, на ветках развешаны фонари. В посвящен¬ном Богине Шиалие Золотистом Дубе предпочита¬ют останавливаться друиды, рейнджеры и эльфы, а также те, кто любит покой и умиротворение. Цены не низкие, но гостей ожидает превосходный сервис на уровне личной прислуги для их комнаты.  

Придорожный Дом

  Расположенная на северо-западном берегу, на пересечении Аллеи Выстрел из Лука и Пути Призраков, эта гостиница была выстро¬ена на месте разрушенной Гостиницы Придорожных Ученых и является местным ориентиром. Предыду¬щее здание был уничтожено пожаром, а новая гости¬ница приобрела менее потрепанный и изношенный вид. Придорожный Дом - новое популярное место для тех, кто не желает показывать всем свое богатство и важность. Управляющих, Хаворра Мерендила и Джалессу Шорнкроун, всегда рекомендуют местные ремесленники, наставники и мастеровые.  

Краткая История

  Основанный на месте, с незапамятных времен счи¬тавшимся священным для богинь Миеликки и Ларуе Единорога, Сильверимун разросся из группки дере¬вянных домиков, расположенных вокруг Гостиницы Лунное Серебро, возле священных рощ у Сильвери- мунского Брода, одного из немногих мест, где Река Ра- увин летом настолько мелеет, что её можно преодо¬леть вброд, или возвести мост. Лунное Дерево стало Серебряным Поселком, а затем Городом Сильвери- муном.   Город медленно развивался, так как его обитатели старались жить в гармонии с природой, не вырубая и не выжигая лес. Легенды гласят, что Миеликки и Ларуе посещали Гостиницу Лунное Серебро в чело¬веческом облике и благословили ее, поэтому с того времени она стала священной для народа Сильвери- муна. Со временем здание было разрушено, однако впоследствии оставшиеся осколки и камни были ис¬пользованы для строительства стен и городских во¬рот. Многие до сих пор верят в то, что благословение и по сей день остается в силе и действует теперь уже на весь город.   Сильверимун был провозглашен городом в 637 ДО, как только были закончены первые стены и проведе¬ны выборы первого Верховного Мага города, которым стал Экамайн Трусильвер. Желая принести новые зна¬ния своим собратьям Сильваэрцам (многие из кото¬рых были обычными охотниками и лесорубами), Тру¬сильвер вместе со своими девятью учениками основал первую в городе школу и библиотеку. Верховные Маги упорно следовали своей цели, стимулируя развитие новых знаний и культуры в целом. Среди множества различных рас, прекрасно живущих в гармонии друг с другом, постепенно росло непреодолимое желание превратить Сильверимун в «Миф Драннор Севера», сделав его основным форпостом цивилизации во всех этих Диких Землях. Во время правления Трусильвера Сильверимун стал настоящим центром магических знаний, здесь собирались квалифицированные маги и учителя со всех концов Фаэруна.   После смерти Трусильвера в 712 ДО, место Верхов¬ного Мага занял его племянник Агланто Красный. А уже в 714 «Миф Драннор» лежал в руинах, шокиро¬вав все народы северного Фаеруна. Жертвуя своими жизнями, благородные волшебники и герои Сильве- римуна смогли спасти от гибели небольшую горстку более или менее видных лидеров и ученых. В 719 из- за жадности небольшой группы Сильверимунских волшебников, разграбивших руины Миф Драннора, Сильверимун был атакован ордой демонов и других страшных чудовищ. В сражении с ними пали многие воины и маги города, среди них был и Верховный Маг Агланто Красный. После него место правителя занял Эдеран Нхаримлар, который взял себе в жены эль¬фийскую принцессу Элинарил (одну из спасенных из «Миф Драннора») и правил долго и мирно. За время его правления город вырос и удвоил свою террито¬рию.   После смерти Эдерана в 784 место Верховного Мага Сильверимуна заняла его дочь Амаара Нхаримлар. В 815 в город пришла человеческая девушка по име¬ни Элуе Дуален (в действительности это была пока еще никому не известная Алустриель), обладающая выдающимися магическими способностями, и пред¬ложила свою помощь Амааре и ее сестре Рыси. В 821, благодаря совместным усилиям Элуе и Рыси, в Сильверимуне была основана первая открытая шко¬ла волшебников. В качестве оплаты за обучение сту¬денты были обязаны проводить часть своего време¬ни, выполняя службу по защите города. В 834 Элуе и другие волшебники создали Лунный Мост, который впоследствии стал главной достопримечательностью всего города.   В 857, после того как Амаара и ее мать покинули город и уехали в Эвермит, Верховным Магом была избрана Элуе. В 876 Элуе и Рысь скончались, и место Верховного Мага снова освободилось. Однако в этот раз установление новой верховной власти не прошло столь мирно, как хотелось бы. Командующий арми¬ей города, военачальник Лаштор воспользовался воз¬можностью захватить город, вырезая магов прямо на улицах и сжигая магические библиотеки. Его власть продержалась чуть больше года, после чего он был свергнут волшебницей Таналантарой, более извест¬ной как «Леди Волчица», которая и заняла место Вер¬ховного Мага. В 882 она погибла, пожертвовав собой во время защиты города от нападения жестокой оро- чьей орды.   Следующим Верховным Волшебником стал Танис Скрытный, который отличался скромностью и мягкой спокойной речью. За время его правления защита го¬рода выросла вдвое, и, кроме того, благодаря его уси¬лиям была возведена знаменитая библиотека «Храни¬лище Мудрости». После смерти Танисса в 920 ДО его место занял бывший хранитель «Хранилища Мудро¬сти» Трескаал. Он правил долго и мирно и умер своей смертью в 1050. Следующим Верховным Магом горо¬да стал Оржалан, который, как говорят, был отмечен Мистрой еще при рождении. Его правление ознаме¬новалось появлением множества сильных волшебни¬ков (включая Ахгайрона из Ватердипа и Боужентла), а также жуткой чумой, выкосившей практически по¬ловину всего населения Сильверимуна. После смерти Оржалана в 1230 место Верховного Мага занял его бывший ученик Сэпур, однако, спустя 2 года он нео¬жиданно покинул город. Его исчезновение стало при¬чиной серии смертельных магических схваток между местными магами за власть над городом. Поскольку достойный маг так и не был определен, жители Силь¬веримуна были вынуждены передать управление го¬родом в руки новоизбранного мэра.   В 1235 году город вновь осадила орочья орда, и власть перешла в руки военачальника Халлоса Раска¬лывающего Щиты, который возглавил оборону горо¬да. Оркам удалось разрушить часть городской стены, и, впервые в истории, орда ворвалась в город. Только благодаря совместным усилиям армии эльфов и Хар¬перов, во главе которых были Сторм Сереброрукая и одна из знаменитых Семи Сестер - Алустриель, Хал¬лоса Раскалывающего Щиты и самолично избравше¬го себя Верховным Магом Шалосса Эзенфроста уда¬лось разбить захватчиков, восстановить мир и управ-ление городом.   Алустриель стала первым Верховным Магом Силь-веримуна, единодушно выбранным народом. Как Верховный Маг, Алустриель прекрасно справлялась со своими обязанностями. Под ее чутким руковод¬ством (в объединении с мастерством тонкой интриги и манипуляции), Сильверимун превратился в дей¬ствительно богатый, хорошо защищенный, красивый и чистый город. В 1369 году Алустриель назначила на свое место Верховного Мага Таэрна Хорнблейда, а сама вплотную занялась созданием Серебряных Кор¬донов. Несмотря на это, ее по-прежнему любят и глу¬боко уважают многие главные персоны города.   Появление конфедерации Серебряных Кордонов спо собствовало превращению Сильверимуна в базу для авантюристов, страстно желающих прославится или хотя бы успеть от¬хватить свою долю от легендарных богатств Севера. Сильверимун - очень шумный город, и Хорнблейд делает все возможное, чтобы свести перенаселенность к ми пи му му. Он поощряет рас¬селение в прилегающей к го¬роду сельской местности, обустраивает дороги, обеспечивает охрану торговцев, стимулируя тем самым торговлю в отдаленных посе¬лениях. Кроме того, он организует отряды дворцовой охраны, которая регулярно посещает поселенцев, по¬могает им решить определенные проблемы и выслу¬шивает их жалобы.  

Магическая Защита Сильвермуна

  Почти все жители Глубоководья и Сердцевинных Земель знают о сильном магическом поле, которое защища¬ет Жемчужину Севера. Еще более могущественное поле простирается над главным дворцом города, вход в который открыт только самым важным пер¬сонам. Что на самом деле представляет собой эта за¬щита, известно только Верховной Леди Алустриель и Верховному Магу Хорнблейду, которые наверняка приложили свои объединенные усилия к ее созда-нию.   Защита основана на одном из самых редких в Фаэруне устройств - мифале. Границы действия защиты за-канчиваются на расстоянии 1 км от недавно расширен¬ных границ города. В зоне действия сферы находится воздушное пространство, подземная часть, а также та часть реки Раувин, которая проходит через террито¬рию города. Граница внутренней сферы находится в нескольких метрах вне стен Главного Дворца и Звезд¬ного Двора.   Большей части населения прекрасно известно, что именно Леди Алустриель, вместе с небольшой груп¬пой верных подданных, управляет защитной сферой. Они также знают, что без специального разрешения никто не силах пройти сквозь защитную сферу Глав¬ного Дворца, и что Лунный Мост каким-то образом связан и является частью главной защитной сферы, и что магическая сфера защищает не только от не¬желательной магии, но и от множества погодных на¬пастей, характерных для этих диких земель. Больше о специфике магической сферы и её нейтрализации могут знать только члены Магостражей, командую¬      

Секреты Магической Защиты

  Магическая опека повинуется только нескольким личностям, известным как посвященные опеки, ко¬торые определенным образом связаны с ней. Посвя-щенный в опеку защиты высшего ранга может огра-ничивать уровень контроля всех посвященных в опеку более низкого ранга, вне зависимости от их количества. Далее в нисходя¬щем порядке перечислены все члены, посвященные в магическую защиту Силь¬веримуна - Алустриель; ее шесть Сестер; Та- эрн Хорнблейд; Джо- рус Азурмантл, лидер Магостражей; Серниус Алатар, командующий Серебряными Рыцаря¬ми; Галаертас Иримм, Мастер Гильдии Харпе¬ров; Члены Магостражи и офицеры Серебряных Ры- Лунный мостцарей в нисходящем порядке в зависимости от их рангов. Посвященным в опеку можно стать за один день, имея 2,500 Оп, а так¬же одобрение и поддержку Леди Алустриель, Таерна или одного из богов магии (Азута и Мистры).   Далее перечислены некоторые магические эффек¬ты опеки города, а именно изгнание (отрицание), до¬минирование (продолжительное действие) и авангард (дающие доступ к опекам посвященным).   Заклинания, провоцирующие изгнание, или дей¬ствия, приводящие к аналогичному эффекту, сактивированные в пределах действия сферы защиты, абсолютно бесполезны. Вся энергия данного эффекта полностью поглощается защитной сферой.   Заклинания, активирующие изгнание, в Сильверимуне, как известно, включают:   заклинания, содержащие дескриптор смерть;   заклинания, содержащие дескриптор зло;   заклинания с дескриптор телепортация, совершенные существом, не имеющим на то специального символа опеки (смотрите ниже   заклинания школы Колдовства (призыва), совершенные существом, не имеющим на то специального символа опеки;   заклинания школы Заклятие (огонь), совершенные существом, не имеющим на то специального символа опеки (смотрите ниже).   Обратите внимание на то, что защита от магии телепортации блокирует создание новых порталов и все операции по попытке их создания для всех личностей, за исключением имеющих специальный символ опеки.   Превалирующее заклинание или эффект действуют также, как будто оно зафиксировано на заклинании освятить или осквернить. Превалирующие заклинания в Сильверимуне, как известно, включают в себя следующие:   антипатия ко всем, имеющим злое мировоззрение: демонам, дьяволам, драконам, дроу, дуергарам, великанам, гоблиноидам, майнд флаерам, оркам и троллям;   обнаружить магическое слежение (все существа внутри опеки получают бонус   очистить невидимость;   защита от негативной энергии;   защита от зла.   Заклинания авангарда действуют только в зоне воздействия магической сферы и функционируют так, как если бы это была магическая способность какого-то предмета. Для их активации требуется одно стандартное действие и командное слово. Активировать эти заклинания может только посвященный в опеку защитной магической сферы Сильверимуна. Несколько посвященных в опеку могут обращаться к одной и той же силе одновременно. Среди доступных заклинаний авангарда известны следующие: благословить оружие (holy weapon), enhance ability (str, dex, con), запрос, контроль ветров*, контроль воды, магическая стрела* (magic missile), малый железный страж, отталкивание*, feather fall, zone of truth, dispel good & evil, heroism, remove curse  

ЛУННЫЙ МОСТ

  Только Алустриель, ее шесть сестер Таэрн, Джорус и Серниус могут управлять магической силой Лун¬ного Моста. Любой из них может заставить мост разойтись, сойтись, а также создать в любом месте мо¬ста заклинание стена силы. Если в момент разведения моста в месте разрыва будут находиться какие- либо существа, то они будут пере¬мещены на одну из действующих сторон. Они могут ходить по одной из сторон разъединенного моста.   Лунный Мост представляет собой гигантскую конструкцию, состоящую из чистой силы, по своей сути схожей с заклинанием стена силы, гг внешне на¬поминает гладкую серебристую дугу.   Мост имеет 4,2 м в ширину, 0,6 м в тол¬щину гг не обладает весовыми ограни¬чениями (даже дракон может свободно взгромоздится на него без каких-либо проблем).   Мост нависает над рекой в виде арки, максималь¬ная высота которой в середине достигает 18 метров.  

ВНУТРЕННЯЯ МАГИЧЕСКАЯ ЗАЩИТА

  Внутренняя магическая защита Сильверимуна, так же известная как Ваэлун, обладает теми же свойства¬ми, что и внешняя, плюс несколько ключевых магических дополнений.   В дополнение к набору превалирующих заклинаний и эффектов внешней опеки, во всем Ваэлуне доминирует заклинание зона правды.   В дополнение к набору заклинаний и эффектов авангарда, доступных во внешней защите, каждый посвященный в опеку получает доступ к двум дополнительным заклинаниям: mass healing word и neutralize poison. А леди Алустриель и Таэрн, кроме этого, могут использовать такие заклинания как forcecage, призматическая сфера и излечение.  

СИМВОЛЫ

  Охранные опеки Сильверимуна имеют четыре типа символов, которые выглядят как серебряное украшение (предназначенное для того, чтобы носить на шее) размером с большой наперсток. Достоверно неизвестно, сколько именно существует этих символов, и вы не сможете купить или найти где-либо их копии, точно также как и своровать. Ни один из охранных символов не может существовать вне пределов опеки, в противном случае он мгновенно превращается в горстку бесполезного порошка. Подобная судьба ожидает символ даже в том случае, если для его перемещения за пределы сферы было использовано заклинание портал, путешествие через планы или размещение символа в местах сверхизмерения.   Сильверимунцы, заслужившие доверие у Алустриель или Таэрна, могут получить символ адрат; посетители города получают этот символ на время и должны вернуть его, покидая город. Существа, которым необходим символ дураф, должны ответить на все вопросы начальника охраны главных ворот по поводу цели их прибытия, а затем будут немедленно конвоированы отрядом охраны к Магостраже для выяснения дальнейших обстоятельств. Заклинатели, имеющие какое-либо дело в пределах действия Ваэлуна, должны иметь при себе символ лаутаул. Получить его можно посту охраны с разрешения офицера Магостражи или посвященного в опеку соответствующего уровня. После того, как заклинатель покинет зону Ваэлуна, он обязан вернуть символ обратно. Лица, испытывающие необходимость в символе дураф, не имеют право на использование лаутаула до тех пор, пока Алустриель лично не даст на это разрешение.  

Символ Адрат

  Этот сим¬вол дает его носителю воз-можность использовать за¬клинания школы колдовства (призыв), школы заклятий (огонь) а также заклинания телепортации в пределах внешней охранной сферы. Также становится возможным использование магических предме-тов с этими эффектами. Без данного символа все заклинания этих типов будут блокиро¬ваться. Символ сделан из серебра в форме головы единорога.  

Символ Дураф

  Этот символ блокирует действие антипатии и обнаружения магического слежения в пределах внешней охранной сферы Сильверимуна. Этот символ имеет форму бриллианта.  

Символ Лаутаул

  Этот символ действует анало¬гично символу адрат за тем исключением, что его эффекты распространяются в пределах внутренней опеки города. Он поддерживает барьеры, блокирую¬щие заклинания школы колдовства (призыв), школы заклятий [огонь] и заклинания телепортации в пре¬делах Ваэлуна. Небольшое количество талисманов лаутаул являются ключами, открывающими доступ в закрытые части дворца. По форме символ напоми-нает щит.  
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Символ Телбейн   О существовании этого симво¬ла знает не более дюжины человек. Насколько из¬вестно, количество символов не превышает десяти. В Сильверимуне, помимо Алустриель и Таэрна, этим символом обладают лишь несколько людей, избран¬ных самой Мистрой. Они хранят символ в секрете, насколько это вообще возможно. Носитель симво¬ла получает полную власть над опекой города. Он может деактивировать и активировать магическую защиту за одно полнораундовое действие. Внешне символ выполнен в форме крошечной шестиконеч¬ной звезды, установленной на одном из рожков по¬лумесяца.
   

Важные Места

  Стены Сильверимуна скрывают множество великих строений. Среди достопримечательностей - много¬численные парки, торговые площади, библиотеки, храмы и святыни многих человеческих, эльфийских и дварфовских богов, Конклав, новый университет, в котором в равной степени изучают магию, музыку и науку.  

ВЫСШИЙ ДВОРЕЦ

Высший Дворец - это грандиозная, уходящая под не¬беса остроконечная башня из белого мрамора, рас¬положенная недалеко от центра города. На зубцах башен замка искусно вырезаны изображения, в точ¬ности копирующие голову единорога. Внутреннее убранство дворца представлено высокими потолками, блестящим мраморным полом, подвешенными рас¬тениями, гобеленами и белыми стенами, украшенны¬ми рельефными изображениями цветов, вьющихся ная Высшая Стража представляет собой группу из девяноста элитных воинов, облаченных в серебряную броню. Помимо этого, замок постоянно находится под защитой Магостражей Сильверимуна.   У замка особенно выделяются четыре башни. В се¬верной паре башен располагается оружейная и казар¬мы Высшей Стражи, в нижней части башен находятся камеры для заключенных. Самая южная башня на¬зываемая Башня Яркой Леди и когда-то была личной резиденцией Алустриель, теперь же эта башня при¬надлежит Высшему Магу Таерну. Центральная башня называется Лунный Щит. На ее нижних этажах рас¬положен Кабинет городского суда, а на верхних - ре¬зиденции важных людей города.   Посетители попадают в Лунный Щит через Ворота Единорога, расположенные в западной стене двор¬ца. Затем они поднимаются по Серебряным Ступе¬ням в Зал Приветствий, где их встречает дворецкий с прислугой, которые указывают дальнейший путь. Могучие двери, ведущие на запад, открываются в Главный Зал, отличающийся необычно высоким по¬толком. Вокруг Главного Зала расположены кабинет для аудиенций, банкетный зал и комнаты советни¬ков Серебряных Кордонов. Две больших арки в его восточном окончании ведут к Серебряному Трону и Лунному Сиденью. На Серебряном Троне восседает Верховная Леди Серебряных Кордонов, а Лунное Си¬дение занимает Высший Маг Сильверимуна. Позади Серебряного трона, в низко расположенном крыле, скрывается одна из самых новых частей замка, кото¬рую занимают Алустриель со своими герольдами и личными слугами. Под нижними комнатами замка расположено еще двенадцать подземных уровней. Первые четыре этажа занимают кладовые, винные погреба, камеры заключенных, оружейный арсенал и Библиотека Эленариль. На пятом этаже хранится огромная коллекция самых различных вещей, кото¬рые могут когда-нибудь пригодится. Здесь есть все, начиная от килевых лодок, длинных лестниц и осад¬ных таранов и заканчивая километрами толстых ка¬натов. Шестой этаж представляет собой гробницу, в которой покоится прах предыдущих Высших Магов Сильверимуна. Проход в обе области открыт только для носителей специального ключа, который пред-ставляет собой символ лаутаул, лично изготовленный самой Алустриель или Таерном.   Последние шесть этажей занимает Хранилище Высших Магов, в котором сберегаются их сокровища, магические предметы и артефакты. Войти в храни¬лище может только носитель символа телбейна, од¬нако, как только он переступит границы хранилища, все остальные владельцы аналогичного символа будут предупреждены об этом посредством эффекта, схо¬жего с заклинанием тревога. Любая незаконная по¬пытка проникновения в хранилище активирует маги¬ческую защиту и провоцирует сигнал тревоги, кото¬рый сообщает каждому носителю символа телбейна о вторжении.   ЗВЕЗДНЫЙ ДВОР   Это двухэтажное здание выстроено в виде гигантской короны со множеством шпилей, которую положили на землю. В Звездном Дворе расположено множество городских канцелярских служащих и чиновников. Са¬мые главные конторы этого здания - Зал Вынесения Приговора и Сильверимунский криминальный суд. Также здесь расположено хранилище свитков, в ко¬торых содержится информация о регистрации про¬пусков, земельных актов и переводов, гражданстве и налогообложении, планы и чертежи всех зданий и ка¬   нализаций города, генеалогические древа некоторых городских жителей. Там же находится Зал бесед, в ко¬тором жители могут выразить свое недовольство, ве¬сти дебаты по гражданским делам и официально тре¬бовать изменений в законодательстве относительно того, что должно быть сделано, а что вовсе не нужно.  

ЗАМОК ДОЗОР РАУВИНА

В двадцати пяти километрах от Сильверимуна на вы¬соком горном хребте, нависающим над долиной Ра- увин, стоит старая сторожевая башня. Возведенная почти две тысячи лет назад для охраны Сильвери¬муна от внезапного нападения врага со стороны до¬роги или реки в долине Раувин, эта башня никогда не была укомплектована полным гарнизоном и об¬ладала очень слабой защитой. Она получила новое стратегическое значение после того, как стала штаб- квартирой для Серебряного Легиона, армии конфе¬дерации Серебряных Кордонов, которой командует Высший Маршал Метраммар Аэрасум (ЗД мужчина полу-эльф Воин 7/Маг 9) .   В башне постоянно проживает и тренируется бо¬лее четырех сотен солдат, что составляет приблизи¬тельно половину всей силы Легиона. Солдаты Легио¬на иногда присоединяются к Рыцарям в Серебре при патрулировании близлежащих территорий запад¬нее Сильверимуна, однако, большую часть времени они все же проводят в упорных тренировках.  

ГЛАВНЫЕ ХРАМЫ

  Жители Сильверимуна верят, что некоторые боже¬ства, а именно Миеликка и Ларуэ, благосклонны к их родному городу. Они высоко ценят божественное уче¬нье и поддерживают жрецов и друидов обоих богов. Повсюду возвышаются величественные храмы и свя¬щенные рощи, скрытые в лесных районах в центре и на окраинах города.  

Зал Вдохновения

  Этот великолепный, прямо-угольный храм с четырьмя башнями был возведен в честь богов Огмы и Милил. В этих высоких башнях, увенчанных серебряными колоколами, расположены библиотеки, комнаты для занятий, палаты для молитв с серебряными колоколами, а также апартаменты для гостей. Открытая трех ярусная капелла объединяется со всеми четырьмя башнями. В этом месте посетите¬ли могут услышать самые невероятные и прекрасные песни и истории во всех Северных землях. Храмом управляют Мастер Песни Белдор Триввин (НД муж¬чина человек Жр 14 Милил) и Повелитель Знаний Ормаст Келделин (ЗН мужчина человек Жр 12/Посл 3 Огма).  

Дом Непобедимых

  Этот храм сложен из твердо¬го, грубого камня и является домом для жрецов, по-клоняющихся Хельму. Это божество пользуется боль¬шим почетом среди жителей Серебряных Кордонов, а особенно в рядах Рыцарей в Серебре, Верховной Стражи и Магостражи. Храмом руководит Доблест¬ный Мастер Баерим Кораддор (ЗН мужчина человек Вн 4/Жр 10), харизматичный и решительный лидер, занявший место главы храма после того, как его быв¬ший настоятель Эрслер Тамм погиб в схватке со зло¬дейскими волками, защищая караван пилигримов во время зимнего торгового похода. Баерим был отмечен на поле боя Рукой Хельма, сверкающей меткой, по¬сланной ему его богом, и его последователи, боевые жрецы, пошли за его знаменем.  

Святилище Миеликки

  Святилище представляет собой открытую поляну, на которой по кругу рас¬положены высокие башни, окруженные папоротни¬ками и различными кустарниками которые образуют собой проход в центральную наиболее богатую рас-тительностью часть святилища. В центре расположе¬но полое дерево, представляющее собой портал, ве¬дущий на Северный берег реки, где расположен храм духовенства. Госпожа-служащая Татандра Тирар (НД женщина человек Жр 10 Миеликка), чьи глаза все так¬же излучают искру жизни, руководит услугами свя¬тилища днем и ночью, несмотря на свой семидесятый год.  

Заутреня Райстерса

  Названное в честь слепого пророка, основавшего его в 717 ДО, это святилище Латандера оснащено алтарем, над которым каждое утро расстилается яркая радуга, когда первые лучи солнца проникают сквозь мозаичные окна восточной стены храма. Сотрясающееся от ссор за место верхов¬ного Утреннего Лорда собрание ищет своего истинно¬го лидера. В начале этого года громообразный голос провозгласил над Рассветным Алтарем после похо¬рон предыдущего Утреннего Лорда: «Возьмите себе в лидеры того, кто получит на этом алтаре истинный знак лично от меня».   Яростно спорящие жрецы верят, что знак должен быть предметом, возможно, великой магической силы, которая абсолютно нова или воплощает новое начало, и проявит духа-проводника или личное каса¬ние самого Латандера, но что это за предмет и где он? Соперники за право лидерства в этом богатом храме постоянно оснащают и отправляют авантюристов на поиски истинного знака во всех Кордонах, в то же вре¬мя шпионы наблюдают за другими конкурентами и их агентами. Почти каждую новую декаду в путь от¬правляется новая группа авантюристов, а большин¬ство из них сражаются с группами других конкурен¬тов в дикой местности. Пока паства ожидает, новые представители на право «быть названным Утренним Лордом» все прибывают из отдаленных уголков всего Фаэруна.  

Храм Серебряных Звезд

  Это прекрасное стро-ение, посвященное Селун, состоит из дугообразных камней и внешне напоминает собой диадему с одним длинным шпилем направленным на север, а также   Зачем кому-то платить тысячи золотых монет за привилегию доступа в колледж магов? Ответ прост: Доступ в колледж магов дает возможность раздобыть новые заклинания (смотрите 10 Главу Руководства Игрока Добавление Заклинаний в Книгу Заклинаний Мага), а также приспособления для создания предме¬тов.   Для начала, студент или стипендиат пытающийся изучить новое заклинание, получает +2 бонус к про-веркам Искусства Магии, принимается, что он прово¬дит эту проверку на территории колледжа.   Во-вторых, раз в четверть студент или стипендиат может свободно добавить одно заклинание по своему выбору, наподобие получаемых заклинаний на каж¬дом новом уровне. Он должен проводить 4 часа в день на протяжении 30 дней за четверть, чтобы находится в классах и лабораториях для получения этой выгоды.   В третьих, студент или стипендиат может копиро¬вать в любое время заклинания из книг заклинаний обладает множеством хрустальных посеребренных окон в форме звезды. Линия крыши выполнена таким образом, что по форме напоминает полумесяц, если смотреть на него с близлежащих улиц. Духовенство храма возглавляет Верховная Лунная Госпожа Шалис- са Луриалар (ХД женщина полу-эльф Жр 13). Служители храма оказывают помощь герольдам, Харперам и жрецам Денейры в нанесении на карту неизвестных территорий Серебряных Кордонов, а также служат наемниками, выступая в роли эскорта для защиты пу¬тешественников от грабителей и чудовищ.  

КОНКЛАВ СИЛЬВЕРИМУНА

  Этот Университет был построен по приказу Алу- стриель как раз перед тем, как она покинула пост Высшего Мага Сильверимуна и взяла на себя обязан¬ности Спикера Серебряных Кордонов. Она убедила некогда независимые друг от друга центры знаний и обучения объединится в один институт с целью повы¬шения их эффективности и расширения области пре¬подаваемых знаний. Верховная Леди лично оплатила все расходы по проживанию и обучению одаренных и перспективных студентов, а также спонсировала эзо¬терические исследования некоторых мастеров знания, позволив им, тем самым, полностью сосредоточится на преподавании и обучении.   колледжа, принимается, что он платит особый налог, равный половине рыночной стоимости свитка с этим заклинанием. К примеру, маг желающий скопировать заклинание ускорение из библиотеки колледжа, обязан заплатить цену в 188 зм.   И, наконец, студент или стипендиат может исполь¬зовать лаборатории и библиотеки колледжа для соз¬дания магического предмета, даже если у него нет не¬обходимой черты по созданию предмета. Персонаж должен заплатить особый налог, равный 10% рыноч¬ной стоимости создаваемого им предмета. В осталь¬ном, маг должен соответствовать всем необходимым условиям предмета. Например, маг желающий соз¬дать волшебную палочку с зарядами молний, вопре¬ки тому, что не обладает чертой Создать Волшебную Палочку, может создать её благодаря ресурсам кол¬леджа, но при стоимости 1125 зм, 10% от обычной ры¬ночной стоимости этой волшебной палочки.    Конклав не является, каким либо одним зданием или районом. Одни его части расположены относи¬тельно недалеко друг от друга на Южном Берегу, в то время как другие школы разбросаны в хаотичном по¬рядке по всему городу.  

Инвокаториум Архена

  Таких школ для чародеев (в противоположность волшебникам), как эта, всего несколько на весь Фаэрун. Студенты обучаются под началом печально известного своим суровым и сарка¬стичным характером Архена Ледяного (НД мужчина человек Чар 13) в новом здании, где почти вся обста¬новка состоит из анимированных объектов-механиз¬мов под управлением Мастера Чародея.  

Сумеречный Зал

  Это эльфийский храм знаний, чьи многочисленные комнаты доверху наполнены книгами и свитками о генеалогии, поэзии и филосо¬фии эльфийского народа. Главой храма является По¬велитель Тайн Вадалатра Ривермантел (ХД женщина солнечный эльф Маг 7/Пов Тайн 6).  

Дом Арфы

  В свое время очень известная как уни¬верситет бардов Фоключана, эта школа пустовала практически целое столетие. Только недавно эта шко¬ла была снова открыта и теперь планирует вернуть себе былую славу. В данный момент Дом Арфы - это не более чем ме¬сто времяпровождения для мест¬ных музыкантов, ораторов, мене¬стрелей и бардов. Домом управляет Мастер Бард Форелл Дукаун по про¬звищу «Огненная борода» (ХД муж¬чина человек Бард 11). Он надеется, что обмен песнями и историями обо-гатит всех посетителей и обеспечит ему факультет, на котором он сможет обучать новичков. Известно, что мно¬го Харперов приняты в ряды «милого люда Дома».   Колледж Леди: Это учебное за¬ведение является в некотором роде сердцем всего Конклава и занимается обучением волшебников. При этом курс обучения ориентирован не толь¬ко на оттачивание искусства магии, но и в определенной степени на изучении истории маши как общего понятия. Палата за обучение составляет 500 зм плюс 500 зм за каждый уровень волшебника до максимальной суммы в 4000 зм за год обучения для волшебни¬ка 7-го уровня. Волшебники 8-ого и выше уров¬ней не могут быть приняты в качестве студентов, однако, могут занимать должность стипендиата за 5,000 зм в год. Студенты (гг стипендиаты) 5-го или выше уровней могут вносить лишь Ксара половину оплаты за обучение, если будут проводить половину своего времени на службе в ря¬дах Магостражи Сильверимуна.   Студенты обеспечиваются комнатами для прожи¬вания и могут питаться в столовой колледжа. Если студенты отказываются от комнат и живут вне стен учебного заведения, то они автоматически теряют право получать питание в столовой. Стипендиаты не имеют право на комнату и питание в колледже. Еда и вино в столовой всегда отличного качества. Трапеза, как правило, сопровождается музыкой, танцами, чте¬нием литературных произведений или демонстраци¬ей забавных иллюзий.   Многие «Мастера Искусства» (наставники) выгля¬дят неприветливыми или странными, однако, кол¬ледж учит терпимости, умению сотрудничать, пони¬манию различных философий и подходов к изучению магии. Каждый студент подвергается воздействию заклинаний всех школ для того, чтобы определить его желание или способности стать специалистом в одной из них. Колледж одновременно может содер¬жать не более сотни студентов, в то время как гораздо большее количество ожидает своей очереди. Наивные претенденты слоняются возле ворот, надеясь попасть в список на очередь обучения в колледж. Многие из них занимаются тем, что учатся готовить, делают черновую работу, убирают и выполняют ремонтные работы вокруг здания колледжа. Те, кто продолжает заниматься такого рода работой, могут получить бес¬платную комнату и питание, а также ограниченное количество посещений библиотеки Конклава до тех пор, пока не подойдет их очередь для начала полно¬ценного обучения.  

Дом Карт

  Это здание, некогда принадлежавшее Верховным Герольдам, представляет собой высокую каменную башню и теперь является частью Конклава. Когда-то в башне располагалось Хранилище Мудре¬цов, но сейчас в нем содержатся только географиче¬ские карты гг генеалогические древа родов, в большин¬стве своем копии оригиналов, хранящих¬ся где-то в другом месте. Читальный зал (которым руководят герольды-ученики гг несколько повелителей тайн) позво¬лит изучить необходимые вам карты или записи всего за 5 зм в час. Материа¬лы запрещено выносить за пределы чи¬тального зала, а копии можно получить только с разрешения Мастера Дома. Геральдика, генеалогия гг карты, храня- щггеся здесь, содержат информацию по всем Северным гг Центральным терри¬ториям Фаэруна. В настоящее время во главе Карточного Дома стоит известный мудрец Эсклггндар (ЗН человек мужчи¬на Эксп 7/Бож Иск 4). Он согласился занять этот пост только после того, как   Алустриель пообещала, что разрешит ему сделать копию каждого документа в коллекции.   Эсклггндар - это острый на язык человек, чья цель в жизни ограни¬чена поиском новых знаний. Об¬ладая невероятной памятью, ему удалось за короткое время стать самым известным экспертом по записям людей вне Кендлки- па на всем Побережье Меча. Он оказал по¬мощь нескольким группам авантюристов, указав им места, в которых могут хранить¬ся старые сокровища. Взамен те рассказа¬ли ему все, что им пришлось увидеть, и позволили сделать копии со всех рукописей, которые они там нашли. Он является личным другом Алустри¬ель, а также еще нескольких могущественных Харпе¬ров, которые наверняка отомстят тому, кто посмеет причинить вред этому человеку.   Музыкальная Консерватория Утрумма: Кон-серватория представляет собой большое здание, рас¬положенное на Северном берегу и входящее в группу строений университетского городка Конклава. Здесь хранятся музыкальные архивы и «поющие свитки», кроме того, в здании расположено более сорока ком¬нат, оснащенных звуконепроницаемыми стенами, в которых музыканты могут петь и играть, не мешая друг другу. Несмотря на то, что сам Утрумм уже дав¬но умер, его факультет Мастерства Музыки по-преж-нему пользуется большой популярностью и хорошей репутацией. С разрешения Мастера любой (не обя¬зательно являющийся студентом Конклава) музыкант может пользоваться комнатой для игры в течение 2 часов, заплатив за это 1 см. В консерватории запре¬щено проведение платных выступлений, но несколь¬ко бесплатных сольных концерта можно проводить в одном из Залов Слушания на нижнем этаже.  

Хранилище Мудрецов

  Это массивное здание, по форме на поминающее подкову, высотой в пять эта¬жей, а под землей расположены пять уровней под¬земелья. Если Кендлкип - самое крупное хранилище письменных знаний в Фаеруне, то Хранилище - самое огромное скопление знаний в виде личного персонала мудрецов и библиотеки. Оно защищено условиями опеки Ваелун с одним дополнением: проход за Гостевым Залом требует наличия символа дураф (вне зависимости от мировоззрения), если он отсутствует, то о проникшем немедленно знает Хранитель Хранилища. Непрошенные гости, которые не являются Джо-русом, Таерном или Алустриелью, или же не имеют символа телбейн или дураф, удерживаются от входа эффектом антипатия.   Хранилище поддерживается и охраняется жрецами Денейры, они приносят материалы и тома из уровней библиотеки в комнаты изучения Гостевого Зала по 5 зм за книгу. Книги, связанные с магией, стоят 10 зм за ознакомление, а любые запросы по книгам с заклинаниями получают лишь один ответ: «Любые тома на эту тематику в Хранилище отсутствуют». Здесь не разрешено копирование манускриптов или карт, запрещено даже обычная запись с памяти, хотя служащие Хранилища могут записать краткие замет¬ки из текста со слов читающего, как часть платы за предоставленные выше услуги. Здесь возможен заказ копии по цене 50 зм за карту или 2 зм за страницу текста. Если карта не чересчур большая, то обычно её копирование составляет 2 дня, а тексты копируются со скоростью 10 страниц в день.   Хранитель может приобрести ценные манускрип¬ты или литературу (200 зм за одно столетие возрас¬та манускрипта, основное определение при оценке стоимости). Если продавец отказывается продать, то Хранитель постарается уговорить снять копию тома за половину стоимости, а также лучшую комнату/ апартаменты во всем Конклаве, пока продавец будет ожидать переписывания тома.   Большинство посетителей посещают открытые книжные залы Хранилища (здесь не берут плату) на первом этаже и этажом выше. Здесь для общего обо¬зрения на досках выставлены новости со всего Фаэруна, а также несколько копий самых популярных работ на данный момент, таких как: Атлас Фаеруна Делблуда записки Ревендро о Прошедших Годах или Путеводи¬тель Гаурдронта по Чудовищным Тварям. С третьего по пятый этаж занимают рабочие комнаты писарей, осветителей и переплетчиков, здесь расположены учебные комнаты для каждой из тем изучения (таких как: магия, история, алхимия, зоология и география), а также помещения для мудрецов, с которыми мож¬но посоветоваться. С мудрецами можно встретиться, лишь предварительно записавшись, и по стандарт¬ным ценам - 50 зм за час стандартной консультации, куда входят общие знания, к которым имеют доступ эксперты, и простые формулировки и определения, плюс 500 зм или больше, за каждое специфическое знание, детализированный ответ на сложный вопрос.   Текущий Хранитель Хранилища - яркий, сладкоз¬вучный Халивер Муорин (ЗН мужчина, человек Маг 9/Пов Знан 7). В течение всего времени ему помогают шесть жрецов Денейры (ЗД люди от Жр 3 до Жр 7) и два стража Хранилища (ЗН человек Вн 7), он может позвать в экстренном случае еще пару стражей и 2d12 младших жрецов себе на помощь.  

МАГАЗИНЫ И РЕМЕСЛЕННИКИ

  Почти на каждой улице Сильверимуна можно найти завораживающий ассортимент товаров или прекрас¬ные вещи, но магазины отдельно выделяются на фоне всего этого великолепия, и наиболее полезные из них следующие.  

Пригоршня Звезд

  Расположенный на Северном Берегу, в Переулке Теневых Звезд, этот магазин обслу¬живается духовенством и последователями богини Селун. В слабо освещенном и всегда переполненном посетителями помещении особо выделяется пылаю¬щая карта звездного неба на потолке. В этом магазине продают навигационные приспособления всех видов: Сембийские астролябии, специальные, рассчитанные на разное время горение, свечи, фатомовые веревки, цепи для геодезических измерений, карты, навигаци¬онные диаграммы, солнечные жезлы, волшебные палоч¬ки света и фонари всех видов. Все карты выполнены на пергаменте отличного качества и стоят 40 зм каждая.   Здесь всегда можно встретить разведчиков, иссле¬дователей мечтателей и авантюристов, торгующих с местным персоналом сплетнями и рассказами о пу¬тешествиях.  

Клинки Оптима

  Это превосходный магазин ору¬жия, расположенный на Северном Берегу, в Переулке Множества Кошек. Здесь большой выбор превосхо¬дного оружия и особенно топоров всех видов. В часы закрытия магазин охраняет бронированный ужас под управлением владельца Хелиостурра Оптима (НД мужчина человек Вн 4/Эксп 7) - эксперта по метанию ножа и владельца обширной коллекции метательных ножей и кинжалов. Он обладает невероятно твер¬дым характером и остается спокойным перед лицом любой опасности. По всему магазину в разных углах развешены мишени, которые Оптим использует для практики.   Сияющий Свиток   Этот магазин расположен на улице Яркий Баклер в узком переулке с разбитой каменной дорогой, ведущей прямо к красиво раскра¬шенной в голубой цвет круглой двери с бессмыслен¬ным набором рунных символов. Внутри находится небольшой табурет для клиентов, ожидающих своей очереди, и небольшое пространство возле прилавка, оборудованного полками, которые заполнены зелья¬ми и свитками. В любое выбранное время в магазине находится Ы6+10 случайных зелий и 2d6+10 случай¬ных магических свитков (уровень Ы6-1).   Дружественная владелица Ксара Тантлор сидит позади прилавка, если она не закрыла магазин, чтобы сопроводить клиентов вниз в свой большой подвал, где за определенную плату она творит заклинания (смотрите Таблицу 7-9 в Руководстве Игрока). Ее маги¬ческий спутник, ворон, постоянно находится в разных местах внутри и снаружи магазина, внимательно на¬блюдая за каждым клиентом.   Ксара и ее талисман на самом деле совсем не те, кем кажутся. Хотя она изображает из себя трудолю¬бивого волшебника, который содержит себя посред¬ством своей магической лавки, на самом деле Ксара - опытный вор, профессиональный грабитель могил и свободный наниматель для тех, кто не особо интере¬суется законным заработком. Виллинк - бес, одной из форм которого является ворон. Магазин Ксары так¬же гораздо более защищен, чем может показаться на первый взгляд. Хотя она может себя защитить с помо¬щью заклинаний и личных магических предметов, две верхние секции прилавка могут сдвигаться. За первой секцией находится символ безнадежности, а за второй символ сна (Ксара получила эти символы в качестве награды за одну удачно выполненную, чрезвычайно опасную работу). Кроме того, она всегда держит под рукой несколько свитков взрывных рун и болезненного знака змеи, смешав их с другими свитками, предназна¬ченных для продажи.  

СИЛЬВЕРИМУН

     

Knights in Silver

  “By Moon and by Star, by the Bridge Unseen, and by the Lady's Silver Tresses.”   The Knights in Silver are the permanent guardians of Silverymoon, often encountered riding patrol within the city and its environs. Around seven hundred strong, they received their name from a ballad penned by Mintiper Moonsilver – as with many phrases around the Realms first spoken by the Lunargent Bard, the name simply “seemed right.”   Overview   The Knights in Silver are known for their sparkling armor, firm discipline on and off the field of battle, and their poise and decorum. The Knights in Silver are practically a fairy- tale army, with their reputation for being dashing, chivalrous men and witty, beautiful women. Though certain individuals do not always uphold this lofty reputation, as a whole the Knights take pride in it and there is strong pressure from within the ranks to maintain this image.   Goals and Philosophy   The Knights in Silver take their reputation as "fairy tale" knights very seriously. The highest mode of chivalric thought is their ideal, with the bringing of defense of the defenseless, joy to the melancholy, hope to the hopeless, and freedom to the enslaved as their highest calling. They are charged to be compassionate and valorous, scrupulous and honest, virtuous and good. Of course, not every knight can measure up to these ideals, but as a body, the knights encourage and assist their own in achieving that, and scrupulously police their own who fall short - or who fly in the face of their philosophy.   Knights in Silver are expected, above all things, to do the following:   To preserve Silverymoon's safety, and to sanctify its way of life.   To defend, uphold, and spread the virtues of freedom, joy, wonder, and love.   To stop threats to civilization and preserve art and culture.   Activities   The Knights in Silver are questing knights as well as military knights, so they may be given specific missions in addition to their standard military service.   Quests undertaken by Knights in Silver might include the following:   To ride patrol with other Knights in Silver.   To seek out and slay an enemy of Silverymoon, or rescue goodly folk from such.   To act as a guardian for a valued ally of Lady Alustriel, or to act as her representative.   Perks   Knights in Silver in good standing might receive the following benefits:   Barracks Access: Rank 1+. A Knight in Silver dwelling in Silverymoon may use the barracks of the Knights in Silver for his lifestyle. Though this is a Poor Lifestyle for squires and a Modest Lifestyle for knights, it is provided to knights at no cost.   Mentor Knight: Rank 1-2. Squires of the order are assigned to a knight who acts as their mentor, teaching them the ways of the order and its tradition, and educating them in fighting skills. They also receive a riding horse, a longsword, and a chain shirt.   The Silver Anointing: Rank 3+. The squire becomes a knight and receives the Silver Anointing from Lady Alustriel herself. The character is acknowledged as a full knight of the order. They receive their "spurs and plate" - a suit of either half plate or plate (treated with everbright as part of its construction) and a warhorse with a set of chain barding. It also comes with a set of symbolic spurs that mark the new knight.   Recruiting Commander (Title): Rank 7+. x       Сильверимун давно уже стал участником Альянса Лордов, и был участником Серебряных Пределов Луруара в течение всего существования этого союза. Сильверимун таков, каким стремятся стать дру¬гие города: тихое, мирное королевство, где разные расы разделяют общие радости, знания и защиту. Город населен преимущественно «добрыми» расами: людьми, дварфами, гномами, эльфами, халфлингами и полуэльфами - но принадлежность к другой расе не означает, что вас не впустят в Сильверимун, хотя дроу или орк, ведущие себя в соответствии с зовом крови, понесут полную ответственность за наруше¬ние мирной жизни города. Не буду скрывать своей любви к моей родине в нижеприведенном описа¬нии, но постараюсь быть в нем как можно более объективной..   От вида Жемчужины Севера захватывает дух: изгибы его построек, взмывающие ввысь башни и здания, встроенные в живые деревья, поражают воображение. Многим эльфам город служит напоми¬нанием о древних эльфийских городах, некоторые даже называют его Миф Драннором Севера, даже теперь, после восстановления и падения леген¬дарного города. Даже там, где при строительстве использовался камень, плющ и прочие растения прорастают сквозь, поверх и вокруг большинства структурных элементов постройки, придавая всему городу зеленоватый оттенок.     Несмотря на свою дикую архитектуру, Сильве¬римун вполне цивилизован, и может похвастаться школами музыки и магии, большой библиотекой, институтом бардов и часовнями или храмами Май- ликки, Огмы, Сильвануса, Суни, Тиморы и Мистры. Знание, и его получение и мудрость, приходящая в прилежном учении, - это истинные сокровища Сильверимуна, ровно в той же степени, в которой ими могут быть деньги или магия.   Можно долго и с удовольствием бродить среди городских деревьев, но настоящее благоговение охватит вас тогда, когда вы приблизитесь к реке Рорин и увидите Лунный Мост - огромную арку серебристой энергии, нависающую над водой. Даже жителей города вид этого великолепного явления не оставляет равнодушными, и некоторые утвер¬ждают, то видели богиню Лурью (в честь которой назван город) танцующей над пролетами моста, когда не было других свидетелей.   Ввиду красоты Сильверимуна путешествие в него может стать одним из самых запоминающихся впечатлений для большинства тех, кто живет не в нем. Даже для тех, кто регулярно сражается с чудо¬вищами или использует магию, Сильверимун с его тихой, задумчивой красотой предлагает роскошные возможности для обучения и отдыха от суровой действительности Севера.   Те, кто ищут утерянные или сокрытые знания, часто приходят в Сильверимун в поисках средств получения таких знаний, будь то обучение в Своде Мудрецов или работа в Хранилище Карт в поисках месторасположения затерянного города или рощи. Это всего лишь два из многих образовательных и научных учреждений в Конклаве Сильверимуна, центре знаний и мудрости, занимающем значитель¬ную долю южной части города. Если карта, книга или заклинание существует где-либо в Фаэруне, здесь наверняка можно найти информацию о них, хотя это может быть всего лишь упоминание в одном из фолиантов или воспоминание одного из мудрецов. Кэндлкип может быть и является круп¬нейшим собранием письменных знаний в мире, но в конечном счете он олицетворяет коллекциониро¬вание информации как самоцель. В Сильверимуне же знания и мудрость находятся в почете. Если ваша задача - перевести древний том с мертвого языка, понять правильную тональность исполнения сложной песни, или лучше понять смысл загадочных письмен давно умершего мудреца, то искать помо¬щи в этом стоит именно в Сильверимуне.   Легко прийти в Сильверимун в поисках знаний о каком-то одном конкретном предмете, и оказаться захваченным процессом изучения на всю жизнь или просто понять, что на самом деле вы хотели именно погрузиться в процесс обучения, а не соб¬ственно узнать первоначально требовавшийся факт. Хотя в Сильверимуне можно найти учителей и экспертов практически в любой области, взаимодей¬ствие с ними редко настолько просто, чтобы задать вопрос и тут же получить на него ответ. Обучение конкретному заклинанию, поиск древних руин или обретение понимания конкретного секрета может потребовать месяцев обучения, чтобы учитель убе¬дился, что знание доверяется достойному ученику.    В восточной части города находится Высокий Дворец, капитолий города и погибшего государства Луруар. Лорд Метраммар Эйрасам живет в этой вы¬сокой постройке с изящными шпилями. Зубцы его крепостной стены вырезаны так, что напоминают головы единорогов. Солдаты Высокой Стражи, за¬кованные в сияющие серебряные доспехи, защища¬ют резиденцию правителя и трон и не позволяют входить тем, у кого нет дел внутри.   Сильверимун долго управлялся высшими мага¬ми. Одно из наиболее длинных из их правлений, и, конечно, наиболее повлиявшее на город, - правление Аластриэль Сильверхенд, закончилось более сотни лет назад, когда она покинула трон и стала Высокой Леди Луруара, а на ее пост взошел Таерн Хорнблейд. Хотя в последнее столетие он управлял мудро, не¬давно Таерн уступил правление городом Высокому Маршалу Метраммару Эйрасаму, сыну-полуэльфу Ала- стриэль и лидеру вооруженных сил Сильверимуна Таерн при этом по-прежнему выступает от имени Метраммара на собраниях Альянса Лордов, так как новый правитель слишком прямолинеен и нетерпе¬лив, чтобы напрямую общаться с другими лордами в Альянсе.   Сильверимун защищен несколькими силами. Одна из них- Рыцари в Серебре, воины в сияющих до¬спехах, патрулирующие город и окрестности. Офи¬церы Рыцарей хорошо обучены тактике и военной истории, и у них высокое мнение о собственных способностях и способностях их соратников - мне¬ние, которое часто подтверждается на практике. Рыцарей поддерживает Магическая Стража - кон¬тингент могущественных волшебников и колдунов, обученных боевой магии. И, наконец, городской мифал, огромное магическое защитное поле, кото¬рое препятствует колдовству обитателей города. В частности, заклинания, которые вызывают огонь, призывают существ, или производят эффект теле¬портации не работают, если их цель находится вну¬три мифала Если враг попытается перейти Лунный Мост, его магический пролет может быть отклю¬чен (правителями города и несколькими другими лицами, сонастроенных с мифалом), и нападающие упадут в реку.   Престиж ни одного другого города не постра¬дал так, как престиж Сильверимуна, в результате недавней войны и последующего роспуска Серебря¬ных Пределов. Хотя жители Сильверимуна и пыта¬лись помогать соседним городам, были обвинения в адрес сильверимунцев, что поддержка, которую они оказали Сандабару, чье наземное население было полностью уничтожено, была недостаточной и некомпетентной. Как результат, все дварфийские го¬рода вышли из альянса, и без лидерства Аластриэль, которое поддерживало его с момента основания, конфедерация развалилась. Таерн Хорнблейд уже не является таким уважаемым голосом и в Альянсе Лордов, каким была Аластриэль, частично, потому, что уважение, которым пользовалась его предше¬ственница, перешло к ее сестре Лаэраль, теперь являющейся Публичным Лордом Глубоководья..   Несмотря на сообщения о ее смерти десятки лет назад, до города недавно доползли слухи, что на самом деле Высокая Леди Аластриэль жива и ведет активную деятельность в южных землях. Похоже, она не выходила на связь ни со своим сыном, ни с бывшим соратником, Таерном Хорнблейдом, хотя учитывая, как сильна была его широко известная безнадежная любовь к Высокой Леди, и сколько времени потребовалось ему, чтобы пережить горе её утраты, неизвестно, как бы он отреагировал, полу¬чив доказательство, что она жива.   Сильверимун давно известен как прибежище Арфистов, потому что город не видит конфликта между целями Альянса Лордов и Теми, Кто Играет. Правители других городов могут считать присут¬ствие Арфистов угрозой своей власти, Сильверимун желает покончить с тираниями так же горячо, как Арфисты. В то же время, некоторые сильверимунцы считают толерантное отношение города к другим членам Альянса (при этом некоторые имеют вви¬ду Мирабар, некоторые - Врата Балдура) несколько наивным.    

The Wards of Silverymoon

  The city of Silverymoon is protected by a powerful magical effect called a mythal. This potent form of elven high magic forbids the casting of several types of spells, causer other spells to, be permanently in effect, and allows the denizens of Silverymoon to use still other spells with a word. The mythal's effects cover the city itself plus an area 1,000 yards beyond its limits in all directions (even up into the sky and down into the earth).   Spells with the death, evil, or teleportation descriptor, conjuration (summoning) spells, and evocation [fire] spells are all forbidden by the mythal of Silverymoon. Any attempt to cast such a spell fails automatically, though the spell slot is used up normally.   The following spells are continually in effect throughout the area of the mythal, much like a spell fixed to a hallow or unhallow effect: antipathy (to all evil-aligned demons, devils, dragons, Drow, duergar, giants, goblinoids, Mind Flayers, orcs, and trolls), detect scrying (all creatures within the mythal gain the benefits of this effect), invisibility purge, negative energy protection, and protection from evil.   Finally, characters attuned to the mythal may activate any of the following spells by command word, exactly as if it were an ability of a magic item in the character's Possession: air walk, bless weapon, bull's strength, cat's grace, control water, discern lies, dispel chaos, dispel evil, feather fall, lesser ironguard, quench, remove curse, remove paralysis, shield, shocking grasp, silence, and tongues.   Becoming attuned to Silverymoon's mythal requires a special ceremony that lasts a full day. Attunement also requires the aid and approval of Azuth, Mystra, or one of the leaders of the city.    

Armed forces of Silverymoon

  There's also the High Guard, a force of 90 veterans stationed in the two northern towers of the High Palace. Otherwise the Knights and the Spellguard are the only official defenders of Silverymoon.   Farms and small towns/villages that supply Silverymoon have militias that are separate from the Knights and of course the North is famous for its Rangers, though they are not officially employed by the city.   With the wards and all the capable and devoted citizens, I'm guessing there isn't a need for any more.   PS: I checked the 2e reference, and it comes from The North - Guide to The Savage Frontier boxed set. This reference also says that "The High Guard is 150 warriors strong and is supplemented by the Spellguard, the battery of spellcasters whose main offices are in the central tower of the castle."   Checking 3e Silver Marches, I found that the Knights in Silver are 704 heavy cavalry. However, the heavy cavalry is composed of Ftr1, while the city's entry says that almost half (308) of the knights are War1 (just like the militia entry). Would they be part cavalry, part militia? The Knights in Silver entry also says that their patrols are often accompanied by a spellguard mage... Well, since there is one spellguard mage for every 20 or so knights, I think if it works... Maybe if half of the knights are normal guards with militia duty, it is more likely to happen (spellguards would accompany a smaller number os knights in the field). However, I see, then, two kinds of knights. Well, I hope Ed and THO bring more clarifications...     "Barastir, the Knights in Silver and the Spellguard are the elite "heavy hitters" of Silverymoon's defenders and expeditionary forces; the daily guards (of gates, walls, civic building entrances) and street police are in addition to the Knights, and beneath them in rank (not formally, but in terms of authority; any of the Silverwatch or the Moon Garrison who are given an order by a Knight or a member of the Spellguard will obey it unhesitatingly). However, the Knights in Silver can and do "muck in" on mundane guarding work, on a regular rota; they're not haughty sorts. They do provide the fast cavalry, and patrol Everlund and the environs of Silverymoon on horseback regularly."   Silverymoon is a beautiful city that stands amid the ancient trees of the Moonwoods. Home to over 26,000 Humans, Dwarves, Gnomes, Elves, half-elves, and Halflings, it is often called the Gem of the North. Silverymoon's considered the North's center of learning and culture, and its close ties with The Heralds and Harpers, as well as powerful local mages (such as the Mistmaster or the mysterious Shadowcloak), only aid in its reputation as the North's major seat of knowledge. It's a happy place where many races dwell together in peace. The city's peace and civilized demeanor owes much to its kindly, diplomatic ruler, the High Lady Alustriel, a silver-haired sorceress known to be at least two hundred years old.   Silverymoon straddles the River Raurin at its bend westward toward the Evermoors. The heart of the city, including the palace and Silverymoon's oldest buildings, lies located on the northern bank. Its half-circle shape is surrounded by defensive walls that have been breached only three times in the city's history. The walls are pierced by three gates: Moorgate on the west, Hunter's Gate to the north, and Sundabar Gate at the city's eastern perimeter. A road surrounds the walls on the outside, and it connects with the three trade roads leading out the gates.   Across the Rauvin lies the newer sector of Silverymoon. This area contains many warehouses, paddocks, docks, and caravan businesses, but it also plays host to the city's pride and joy - the Vault of the Sages. In addition, a number of magic schools are in residence, and there has been talk for years of unifying them into a mages' university of sorts. The north bank links to the south by the Moonbridge, a construct of invisible magic that glows with a silver sheen in the moonlight.       [edit]Places of Interest   Silverymoon is divided into two quarters by the River Rauvin: the Old City (to the north of the river), and the New City (to its south), with only the magical and wondrous Moonbridge spanning the waterway.   [edit]The New City The Vault of Sages: The greatest library in the North, the Vault is also the Home to the largest number of sages in known Faerun, including the hallowed halls of Candlekeep. Only a portion of its stacks are available for public perusal, but it maintains a virtual army of archivists and Deneirran clerics in addition to its many sages to help those in search of obscure lore find what they require. The Silver Inkwell: Tavern (3c•4p) A fine tavern that caters to the many students, scholars, mages and bards of the surrounding collegia, the Silver Inkwell is a favorite place for many of the staff at the Vault of Sages to find a meal. It frequently has several bards there playing, and always hosts an interesting collection of odd folk, philosophers and debaters. [edit]Trade & Trade Routes Silvermoon mints its own electrum coin, the moon. It is valued at 2gp and accepted throughout most of the North (though some merchants in Waterdeep balk at them).   [edit]Travel Distances Everlund: 50 miles by road Nesmé: 165 miles by barge (downstream, at 2 miles per hour) Sundabar: 165 miles on the Silverymoon Pass Road Waterdeep: 600 miles by the Evermoor Way and the Long Road Yartar: 320 miles by the Evermoor Way Triboar: 400 miles by the Evermoor Way    

Miresk's School of Thaumaturgy

Miresk's School of Thaumaturgy is a building of dark stone that bristles with flying buttresses, small side-turrets, and balconies. Here applicants to The Lady's College and 'wild talents' (persons with a 'natural gift' for causing minor magics, perhaps better called 'untaught sorcerers') are evaluated to see if or where they should be placed on the waiting list.   Eltro Miresk is a tall, gaunt, haughty man who strides about in black robes. Three floating rods, nicknamed "The Triad" by students, whose powers he can wield without touching them, trail him around. Miresk is a superb teacher, and he is especially concerned with balancing magic use with the other natural forces of Faerûn. He also loves to work with cantrips and other small, useful, "everyday" spells. As he often says, "the novice who knows all the ways an unseen servant can be useful is worth six reckless fireball-hurlers. Or more."   Rumor: Longtime students say the Triad appears to collectively muster the powers of a rod of negation, endless hold monster, hold portal, and unseen servant spells, and dusty rose, dark blue, vibrant purple, pearly white, pale lavender, and many lavender-and-green ioun stones. Whether this is true or not has yet to be discovered.   Eltro Miresk: Male Human Wiz 20; CR 20; Medium-size humanoid; HD 20d4+20; hp 70; Init +6; Spd 30 ft.; AC 12, touch 12, flat-footed 10; Atk +10/58 melee (1d4/19-20, dagger AL NG; SV Fort +7, Ref +8, Will +13; Str 10, Dex 15, Con 12, Int 22, Wis 13, Cha 15.   Skills and Feats: Craft (alchemy) +29, Concentration +24, Heal +3, Knowledge (arcana) +29, Knowledge (history) +16, Knowledge (nature) +16, Knowledge (planes) +16, Knowledge (religion) +16, Profession (herbalist) +11, Spellcraft +29; Brew Potion, Combat Casting, Craft Magic Arms and Armor, Craft Rod, Craft Wondrous Item, Empower Spell, Enlarge Spell, Improved Initiative, Maximize Spell, Scribe Scroll, Spell Focus (Conjuration), Spell Mastery (dispel magic, ethereal jaunt, protection from spells, teleport without error, unseen servant), Spell Penetration.   Spells Prepared (4/6/6/5/5/5/5/4/4/4; save DC 16 + spell level): 0 -- detect magic, mage hand, read magic, resistance; 1st -- charm person, comprehend languages (2), unseen servant (3 2nd -- bull's strength, cat's grace, detect thoughts, endurance, locate object, see invisibility; 3rd -- clairaudience/clairvoyance, gaseous form, haste, hold person, slow; 4th -- detect scrying, Evard's black tentacles, improved invisibility, minor globe of invulnerability, remove curse; 5th -- cone of cold, hold monster, Rary's telepathic bond, teleport (2 6th -- antimagic field (3), globe of invulnerability (2 7th -- ethereal jaunt (2), forcecage, teleport without error; 8th -- etherealness, mind blank, protection from spells (2 9th -- dominate monster, gate, Mordenkainen's disjunction, time stop.   Spellbook: 0 -- arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, open/close, prestidigitation, ray of frost, read magic, resistance; 1st -- alarm, burning hands, cause fear, change self, charm person, comprehend languages, detect secret doors, expeditious retreat, feather fall, grease, hold portal, magic missile, Nystul's magical aura, Nystul's undetectable aura, protection from evil, shocking grasp, sleep, summon monster I, unseen servant, ventriloquism; 2nd -- alter self, arcane lock, blindness/deafness, bull's strength, cat's grace, continual flame, darkness, darkvision, detect thoughts, endurance, fog cloud, invisibility, knock, levitate, locate object, resist elements, scare, see invisibility, summon monster II; 3rd -- clairaudience/clairvoyance, dispel magic, explosive Runes, fireball, fly, gaseous form, greater magic weapon, halt undead, haste, hold person, invisibility sphere, lightning bolt, nondetection, sleet storm, slow, suggestion, tongues, water breathing; 4th -- arcane eye, bestow curse, charm monster, confusion, detect scrying, dimension door, Evard's black tentacles, ice storm, improved invisibility, locate creature, minor globe of invulnerability, polymorph other, polymorph self, Rary's mnemonic enhancer, remove curse, scrying, stoneskin; 5th -- cone of cold, contact other plane, dismissal, dominate person, hold monster, lesser planar binding, major creation, passwall, permanency, prying eyes, Rary's telepathic bond, sending, stone shape, telekinesis, teleport, wall of iron; 6th -- analyze dweomer, antimagic field, chain lightning, contingency, disintegrate, globe of invulnerability, greater dispelling, guards and wards, legend lore, planar binding, programmed image, summon monster VI, true seeing, veil; 7th -- banishment, control undead, ethereal jaunt, forcecage, greater scrying, limited wish, plane shift, power word, stun, reverse gravity, sequester, spell turning, teleport without error, vanish; 8th -- demand, discern location, etherealness, greater planar binding, iron body, mass charm, mind blank, polymorph any object, protection from spells, summon monster VIII, symbol, sympathy; 9th -- astral projection, dominate monster, freedom, gate, imprisonment, meteor swarm, Mordenkainen's disjunction, teleportation circle, temporal stasis, time stop, wish.   The Triad: The Triad is a substantially powerful magic item that was crafted long ago and probably had a different name than the one given to it by students of Miresk. The lore involved in its crafting has long been lost, but the one remaining known Triad now floats behind Eltro Miresk. Each of the three rods consists of a very shiny black metal. The powers of the Triad are as follows:   Rod One   Absorbs spells up to 8th level (after absorbing 150 spell levels, one of the Triad rods loses luster but continues to trail the owner around) in a manner similar to a rod of absorption. However, absorbing the spell requires a readied action, and the rod cannot be used to empower spells. Unseen servant upon command. Owner gains Alertness (as the feat). Rod Two   Hold monster upon touch, if the owner so commands (DC 15). The owner much choose to use this power and then succeed with a melee touch attack to activate the power. If the attack fails, the effect is lost. Hold portal upon command. Stores six levels of spells. Stored spells must be placed by a spellcaster but can be used by anyone (see ring of spell storing). Rod Three   Upon command, the rod acts exactly as a rod of negation. Owner gains a +1 deflection bonus. The owner regenerates 1 point of damage per hour in a manner similar to a ring of regeneration. However, it cures damage taken only while the character is using the Triad. Caster Level: 16th; Prerequisites: Alertness, Craft Rod, Craft Wondrous Item, dispel magic, hold monster, hold portal, imbue with spell ability, limited wish or miracle, regenerate, spell turning, and unseen servant; Market Price: 226,850.   Esklindrar Iol of the Conclave of Silverymoon   The Map House's master is one known as Esklindrar Iol, and his service in this role has been exemplary. Not only does he have a sharp memory, but he is also quite the expert on the topic of Sword Coast human writings. Though he possesses a sharp tongue, those who impress him may find his help extraordinarily useful. In fact, he has befriended several adventuring parties. You can never go wrong if you count this man as one of your friendly contacts.   Esklindrar Iol: Male Human Exp 7/Div 4; CR 11; Medium-size humanoid; HD 7d6+21 plus 4d4+12; hp 67; Init +6; Spd 30 ft.; AC 16, touch 14, flat-footed 14; Atk +9/+4 melee (1d4+2/19-20, +1 dagger AL LN; SV Fort +6, Ref +5, Will +11; Str 12, Dex 15, Con 16, Int 20, Wis 15, Cha 11.   Skills and Feats: Craft (alchemy) +15, Appraise +15, Concentration +13, Craft (mapmaking) +15, Gather Information +10, Heal +12, Knowledge (arcana) +16, Knowledge (geography) +19, Knowledge (history) +15, Knowledge (planes) +6, Profession (scribe) +12, Speak Language +12 (Abyssal, Aragrakh, Chondathan, Common, Damaran, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Halruaan, Illuskan, Loross, Netherese, Orc, Sylvan, Thorass), Spellcraft +17; Improved Initiative, Maximize Spell, Scribe Scroll, Silent Spell, Skill Focus (Knowledge [arcana]), Still Spell.   Spells Prepared (5/6/4; save DC 15 + spell level): 0 -- detect magic (2), detect poison, read magic (2 1st -- burning hands, comprehend languages (2), expeditious retreat, identify, magic missile; 2nd -- detect thoughts, knock, locate object, summon monster II.   Spellbook: 0 -- arcane mark, dancing lights, daze, detect magic, detect poison, flare, ghost sound, light, mage hand, mending, open/close, prestidigitation, ray of frost, read magic, resistance; 1st -- burning hands, charm person, comprehend languages, expeditious retreat, hold portal, identify, magic missile; 2nd -- detect thoughts, knock, locate object, see invisibility, summon monster II.      
     

Hunters' Gate

  We begin where I always do: slipping in through Hunters' Gate, with a nod to the guards who know me and a patient pause before the "Watchful Post" they flank. This Post is no more than a little wooden booth holding a duty mage who peers through a gem of seeing to make sure all who enter are as they appear to be. No darting or running here, for she has a wand of hold person and who knows what else besides -- and the guards are veteran Knights in Silver, and most of them can run and hurl blades swift and sure, not like your sweating sourbellies of Athkatla and suchlike, who growl and wave halberds but can't run down anything faster than a hurrying slug.   Afoot, there's no fee for entry into Silverymoon, and you won't see one for citizens known to the guards who ride, or who have but one cart or coach. A wagon, now, is 1 cp empty (of all but empty containers, tarps, and lashings) and 4 cp laden (no matter how little is carried within), and a mounted, coach-carried, or aboard-a-cart visitor is 1 cp/head. If you dismount well out of sight of the gates and lead a pack beast in, your entry will be free -- but not if the guards can see a saddle under all the satchels and lashings you've artfully arranged atop old Thunderhoof.   Trying to fox the guards into thinking you're Silvaeren true? Well, be sure to call this northern entry "Bow Gate," as in arrow, or if you're really trying to pose as old Silvaeren blood, 'tis "Bucksword's Gate," after the adventurer who died holding the gate's shattered mouth against forty orcs one frigid night some sixty winters back. Or so the tale goes.   Beware, though: The guards see many folk trying to slip into the Market with goods to sell and are watching for false "citizens" or folk who leave their friends and a wagon out in the woods and trudge back and forth through various gates bringing a sack of wares at a time. Pay the "point" (as a copper's called, hereabouts; a silver's a "brighthead" and a gold piece is a "glimmer" or "a little sun" if you're feeling all formal and bardic -- and I hear Southbank and the grand folk who dwell east of the Market have their own prettier names for coins, too) and just get inside without any bother.   You can dispute having to pay your way if you really are a citizen and not bringing a conveyance in, but be warned: The guards will hold you until a second mage can be brought to peer into your mind . . . and do you really want that? No secrets at all that you mind all Faerûn knowing? If so, you must be fair on your way to being a god, or perhaps the gods owe you money -- and either way, you don't need to be wasting your time listening to me! All the rest of us, however, would be far wiser to just give over a coin, send a gentle jest with it for good measure, and stroll oh-so-nonchalantly away. . . .   What Makes the Wagons Groan   Another thing: Any roundskull can think of outlander wagons bringing food and goods from afar into the Market in the snow-free months, but how many of you have ever watched wagons at any city gate and seen their traffic cycles?   Well, at Hunters' Gate, think on this: Wagons come in not just from afar, but also from nearer. Those from the forests bring in cured hides, furs, and three sorts of wood: firewood, building lumber, and carving wood. They take back fancy-goods, tools, knives, clothing, maps, wagon wheels, sledge runners, and harness.   Those from the farms bring in hay, greens, and table vegetables -- and take back dung, harness, clothes, and sometimes laundry.   Some trade-wagons for the Marches north and east bring bars of workable metal, gems, and sometimes coal to Silverymoon, and they take back all manner of worked goods from the crafters of the city and from outlander merchants who came to Market. Oh, and if you're too old, infirm, or weak to ride or walk and swing swords to defend yourself, all of these wagons'll take you as a passenger, too -- bounced and slung along none too gently, and for stiff fees. Even to Quaervarr or Everlund, the fare's typically 2-4 gold coins, depending on your ability to bargain (and a minimum of 4-8 if you've a chest or satchel you need help with).  

Hollowhar

  Once inside the gate, I turn sharp west, not right along the inside of the wall where the dung-carts groan and the Knights in Silver ride, but up the narrow cobbled lane that runs southwest from the Westwatch. More properly, it's called Westwatch Tower; that's the westernmost of the two gate-towers. It's the one that has all those green-and-gold banners hung from it to hide the guards' washing, that hangs behind. (And why hide trews? Perhaps 'tis that a lot of them tall-jawed, grim warriors like to wear silken underthings, though it might be they've a care for modesty and discretion. I've never asked.)   If you must know, the banners commemorate battles -- and why they remember some and not others is one of the great mysteries of Silverymoon. Top to bottom, oldest to newest, the battles are as follows: Splitskulls (a winter fray against the Granitefang orcs) in 614 DR; the Field of Fire (a rout of the same orcs thanks to old Truesilver's spells) in 628 DR; Thadanthiir's Bridge (wherein the orcs invaded the city itself but were turned back) in 631 DR; Brokenfang (a great victory over the orcs) in 634 DR; Wolfdown (Lady Wolf's defeat of an orc horde) in 882 DR; Tumbleskulls (whereat High Lady Alustriel's Harpers helped us defeat another orc horde) in 1235 DR; Walking Bones (defeat of an attacking undead host) in 1272 DR; and Moonlights' Triumph (the heroic lay-down-their-lives defeat of an orc horde by the Moonlight Men mercenaries) in 1343 DR.   Back to that lane I was telling you about. 'Tis called Nutting Lane, and it runs not far: around a gentle curve to an end-moot with a larger, busier cross-ways, Lavarpard Street, that's been thickly planted with the soft, moss-like tough grass known as haethindel, or some such. Nothing wears it away, and 'tis like the softest silks underfoot. Yes, you can eat it, but . . . ho, bitter! As bitter as an orc's kiss in a sleet storm! (Urrhmph. Don't ask.)   Ah, but I can speak prettily myself when the fancy takes me: Nutting Lane's short, curving career sees the even shorter Druinwood Way branch off it, to westward (to curve its own way back north and west, to the Wallrun). Nutting and Druinwood are the heart of my slice of Silverymoon -- a little corner of the city called "Hollowhar" for reasons I've never known for certain, but which probably have to do with an early family who settled and built here, only to vanish long ago and leave only their name behind. More of an achievement than many can claim, I suppose.   So here we stand. Not a glamorous corner of the Gem of the North, mind, but a useful one.   A Glance Farther   I know Hollowhar best, and that's all I'll wag my tongue about here. I can say that the next neighborhood (south of Lavarpard) is known locally as Falconturret, after a distinctive mansion once owned by a falconer. He's long in his grave, but the place still stands. I'm not talking official names on maps, mind, or anything larger than a few streets -- streets that in Falconturret today house jugglers, bards, scribes, guides, and adventurers-for-hire.   The best dry-vaults in the city (because they're farthest from the Rauvin's flooding reach) are east of Hollowhar, across "the Draw" (the northern throat of the Market, running from Hunters' Gate and widening to the real chaos of stalls and pens closer to the river). Those granary-cellars are dug out of solid stone and are the well-guarded backbone of the city, holding food enough to see us all through a harsh winter and a cropless summer to follow.   The rest of us must make do with less grand vaults. Hard west of Hollowhar stands the oldest and most ramshackle warehouse district of Silverymoon. Though it has its cellars, all are crowned by huge old storage sheds made of stone at street level, giving way to wood higher up. Some of those barns were built around the remnants of old towered mansions, which can still be seen thrusting out of the corners. These few streets are known as Timbervaults, for obvious reasons. Though most of the warehouses still serve for storage, increasingly they're being converted to carriage sheds, where wagons for Silvaeren who dwell elsewhere in the city are stored and repaired and repainted. There are also at least two shops I know of in Timbervaults: a glassblower and a silversmith.   So those're the neighbors beyond, and all I'll say about them.  

A Hiding Hole

Oh, one more thing about the streets of Hollowhar: Some smuggler or other long ago built a hiding-place right into them at the Waymoot of Nutting and Druinwood. You've seen the north-pointing arrows that adorn the cistern-covers at every Waymoot in Silverymoon, yes? Well, the large flagstone directly west (along Druinwood) from the one at that Waymoot can be turned just a little counter-clockwise, to expose a tiny hollow under its edge that lets your fingers in. Lift the stone, and you'll be looking into the inside of a buried, cracked earthen vessel about the size of a "smallkeg" set on end: about as deep as the easy stretch of a man's arm, and about as wide across as his chest.   Sometimes there're cryptic messages in there, scratched on flat stones; sometimes I've found daggers therein with someone's blood still on the blade . . . and sometimes other things I'll say no more about. Local whispers say it was once found filled up with freshly-severed heads!   All Hollowhar and most of the Rods this side of the city know of this "hiding hole," but at least two score folk (and mayhap many more) know all about how to find and open it. If truly private stowage is what you're after, best buy a cellar, and search for the little movable "hidestones" in the walls of most of them. The cavities behind some of those can (and have) held good-sized corpses.

Downcellars

  Hollowhar is a working neighborhood, where visitors who come to the Market can, for a few coins, stable beasts or store wares down in the cellars of the old, closely-huddled houses. Nearly all of these byres are stone-lined and plentifully equipped with rushes underfoot, high overhead racks of hay for the beasts (wherein many things can be swiftly hidden from unwanted eyes, mind), and water-troughs filled down long gurgle-pipes from roof rain-cisterns in all but the months of ice.   Most of these cellars are sunk a good 6 feet down from the street and are reached down wooden crossbar-shod-against-slipping ramps. Arched windows (usually open gaps that can be closed off with shutters in harsh weather, but lack glass panes) in the upper cellar walls open directly into the street at boot-to-knee level.     Low-Res Version (103k) | Hi-Res Version (823k) At any time of day or night such places are guarded by armed cellar-guards (often sons or lackcoin kin of the owners of the buildings above), each of whom passes time talking and gambling with a friendly cluster of "lantern lasses" (fetch-and-carry boys or girls, who, for a copper, can lead outlanders through the streets to desired destinations). Try to rob such a place, and the younglings'll scatter and call for "the Rods," at about the same time as all the cellar-guards around blow their horns for the same reason.  

The Rods

  Now, the Rods are new to Silverymoon, but they are also old and familiar. That is, there've been watch patrols for as long as I've been breathing, but the nickname "Rods" (given to them for the black metal skull-crushing short-staves they bear, that are tipped at both ends with little candle-cages that can be lit to make torches that give poor light but can also scorch writings onto walls and cobbles -- or burn some drunkard's face or hair right proper, too) is new, and so is the composition of these patrols.   Expect to see six or seven leather-clad, armed men (there're a few maids, but mostly the Rods are men) who wear gorgets and bracers stamped with a simplified silver moon badge of the city (and that bear some sort of enchantment, mind, that lets them be traced from afar by Spellguard mages; I'm told they glow a faint but pretty blue when such magic is awake). There's stiff justice (imprisonment and mind-reading by one of those wizards, plus at least a lashing, and probably more justice, if he finds something ill in your intent or doings while rummaging around in your memories) for stealing Rods weaponry or regalia, or impersonating a Rod.   Each patrol is led by a Knight in Silver and always includes at least one other Knight; if they want to impress, are in a bad mood, or are in the throes of a personal laundry shortage, they'll be in full armor. With them will be a few militia "jacks" in training, and probably some "oldswords" (wounded or down-on-their-luck adventurers who've hired on for the coins -- and passed regular sessions of Spellguard mind-reading). If a patrol goes out expecting trouble, a Spellguard mage or even two may also come along, with perhaps another two to four swift lads who can climb and run and scramble.   If you've got the idea by now that Silverymoon is a place that sees little trouble because only fools try to start any, you've been listening and I've been saying some of the right things. Want to be bad? Abuse folks in the college, guild, or whatever you belong to, behind closed doors where the Rods won't be called. An outlander in a hurry to taste trouble? Attend a revel, wait for folk to get drunk, and then get up to tricks. Fortunately for folk like me, the highnoses and lowgowns who throw revels don't dwell in Hollowhar -- or visit it at all, unless they're up to some whisper-secrets game or other.   Whisper-Secrets Games   Ah, yes, every outlander asks what that naming means. Whisper-secrets -- some are elaborate pranks, some are initiations, some are swindles of rich and gullible merchants, and some are lovers' trysts.   You see, Silvaeren are by and large clever, learned folk -- and if they're not gripped by crafting things or songs or new ideas to set Faerûn afire (literally, in some cases!), they grow bored. So some of them devise games that consist of what Waterdhavians might scornfully call "scavenger hunts," or "find the masked fox" or "follow the cryptic clues" across the city -- and sometimes the little riddles and fanciful descriptions lead or mislead players in such games into Hollowhar. Not often, but frequently enough that I've grown used to seeing masked lasses climbing past my window on warm starry nights, or mistakenly whispering catch-phrases and passwords to me in the dark. Sometimes, of course, I play along; you've no idea what fun it can be to misdirect a dozen wealthy young things of an evening, and watch them all blunder into each other or into accosting the wrong (and quite bewildered) outlander or self-important merchant.   I'd say more, but then I'd be forced to claim the Red-Eyed Eel from you, or warn you that the Black Lady Passes, or that Four Candles Burn . . . and I'd hate to see you get that bewildered look or run to the Rods or a Spellguard mage with dire warnings that'll only bring us both headaches.  

The Houses

  Above the cellars, most houses in Hollowhar have a balcony room that holds a shop, and two or three floors of dwelling-space above that. This is a neighborhood of carvers, who from bone, beast-tooth, or wood fashion the harps, tool and knife handles, combs, flutes, bowls, hand-coffers, gaming boards and pieces, and hundreds of other little things that folk who love beauty like to see adorned. Some merchant societies in Amn and Tethyr even come here to have little trade-tokens carved for them (whimsies in gemstones or shell that they can use privately to mean "you owe me three castles or six SHIPS or seven hundred thousand gold pieces" or whatever). I've seen their agents come skulking, all in silks and bristling with blades and enchanted weapons and menacing glares, to pick up the finished orders from the complicated little locked hiding-places most carvers arrange in their dwellings to frustrate thieves.   Carvers seldom hang out signboards, advertise where they live, or invite clients into their homes. More often, clients come to the local "shraehouses" (places that would be called taverns if they were larger) and ask for them, and local lantern lasses go and fetch whoever's asked for, or whoever else they think will do if the one asked for isn't to be found. Carvers' business is most often done over flagons in the shraehouses.   So the carvers live above -- with the exception of Vrelda's and the Hawkroost, of which more anon -- and the shops bustle below.  

The Balcony Shops

  The storefront balconies typically thrust out over the street some 6 to 9 feet and are festooned with awnings, windows that can be propped open to let air in, and an abundance of herbs and beautiful trailing floral plants that hang down and perfume the street. Small, curving staircases carved with delightful dragon-head, fanciful "never-goyles" (that is, grotesquely cute gargoyle-like creatures one will never see in nature), and flowing, spindle-spired banisters link the street with the shops; larger and plainer rear stairs ascend from the cellars to all levels of the building above. Tasteful signboards (the local fashion is to elaborately-intertwined, elven-style flowing lettering, all curves and curlicues and cutouts that seem to have flowed naturally rather than being carved and smoothed) adorn most shops, often hanging down on chains among the greenery rather than jutting boldly forth from the balconies, as is the custom in most other cities.   In general, shops in Silverymoon are cramped and cozy -- even the large ones are so crammed with wares that quarters are close. And yet when space is needed (fitting and "promenade before mirrors" rooms in the establishments of those who sell fine gowns to highcoin ladies, for instance), ample space will be provided. Shops tend to be airy, with dappled Shade where possible and with the endless trill of running water. ("Pipefall" sculptures that bring roof-cistern water down through metal, glass, or wood tubing to make pleasant sounds and plays of light are common.)   Not for me the "grand flash" of the brightest, largest, newest, and most expensive Southbank or shadow-of-the-Palace shops, but let me tell you of my favorites of the more modest establishments of Hollowhar.   Filling Your Belly   Naturally I'd start by telling you where to get fed in Hollowhar, but it strikes me that I'd better say a few words about what Silvaeren eat, first. The flippant answer is, of course, everything -- and that's true, if you've coins enough. Fruit can be scarce in winter and spring, of course, and much of what can be had is pickled or candied, but the Gem of the North can please all palates.   But as for us simpler folk, trying to make our coppers stretch, we tend to make do with daily meals built around larger or smaller portions of a soup or stew, fish or meat, bread, and drink.   The most popular local soups are onion-and-cheese; mushroom-and-wine; peppery leek-and-potato; and rabbit-and-leek, whereas stews are built around potatoes plus meat bones and leavings. (Peppered mutton and venison are probably the most popular.) The fish is apt to be cold spiced eel or eel pie, or stuffed river crab. The meat will be coney, or roast rothé, or some preparation of dove or duck.   Among the wealthy, Silverymoon is known for its sugared breads and its golden yellow "egg-bread," but for the likes of me 'tis "black bread" all the way: small, round "hardloaves" of rich dark nutbread that fit in the hand.   When "working" Silvaeren drink, they down tall, slender, lidded tankards of blackroot beer or spiced "moon wine." This last is nothing like the "moonwine" famed elsewhere, but rather is a spiced local blending of dregs of this and that, plus juniper and other forest berries, fermented in local cellars. As you might well guess, it varies much in taste and desirability from keg to keg.   Any shraehouse can provide all the workaday provender I've just listed, plus a variety of teas and imported drinkables, a few handwheels of cheese, and pickled wild onions or sometimes skewers of pickled olives imported from the Sword Coast South. The best houses run to real mouth-watering menus, but Hollowhar has only one such bright spot: Swordsfall House.   Swordsfall House   On the east side of Nutting Lane facing the mouth of Druinwood stands the grandest shraehouse of Hollowhar. Its cellars were long ago enclosed to make a lower level of kitchens, pantries, and jakes (separate and quite lavish "jack" and "maid" privies, with piped water and large sinks), so from the street you'll see elegantly paneled wooden walls between stone columns (at the corners and evenly spaced along both side walls) carved into the shapes of smiling elven maidens. Hmm; those must be rather cold smiles, considering the light sheets they're draped in and how cold it gets of winter nights hereabouts.   Those curvaceous pillars hold up a wide weather-awning planted with lush mosses and overhung with tiered stone planter-bowls (usually full of herbs and vine-flowers) jutting out from the walls above, where two floors of folk who must be rather hard of hearing live. I suspect most of the staff of the place are among them and are used to all the din of cooking and serving and patrons arriving and chatting at all hours. People come from many parts of the city for the food here, though it's not a palatial dining lounge like many in Silverymoon, nor large enough for all who'd like to crowd inside. A fair number of patrons dine here and then stroll over to the two more modest Hollowhar shraehouses, or ones nearer their homes, to talk and drink the rest of the night away.   I usually meet the harpmasters who buy my strings here, though their shops are in grander parts of the city; thanks to the food and the fair prices (you can easily spend seven times as much for similar fare, elsewhere in Silverymoon), they don't mind the walk. If you happen to be after smaller, less outrageously-priced harps than most folk favor, I can heartily recommend my own clients: Altymo Phaernphar (Phaernphar's Fine Harps, Northbank, Candlestar Lane), Arilyn Dathlue (Heartsong Harps, Northbank, Goblinwood Rise), and Markovel Stonestorm (Stonestorm's Harpery, Southbank, Mrellow Lane).   Most shraehouses are crowded places with drinks ledges all around the walls. Drinkers cram the flagstone floor, and a central bar juts from the keg room wall and dispenses lots of wine, almost as much beer, stronger drinks, and hot broth and soup in the coldest months.   Swordsfall is like that, but with the addition of four long "common tables" for diners, and twice the usual floor room to accommodate them. Seating is on benches attached to the tables underfoot, service is spartan, and the place tends to be dimly-lit, not to say dark. Open at all hours, Swordsfall is reached by going up a broad, well-worn stair behind a street-level arch. The staircase ascends only a little way before it reaches a stout wooden door (enhanced with magic, too, I'm told) whose handle is fashioned of two swords whose broken-off blades were blunted and welded together, so that two ornamental sword hilts are at top and bottom of a broad, flat metal bar that stands out from the wood of the door.   Inside, 'tis always crowded, and no wonder. Master Jarvalar Buckman and four kindly, middle-aged ladies named Alyth, Cathla, Ilmaeri, and Ninrae dispense food and drink (the latter always by the tankard, for prices in the 2 cp to 6 gp range, depending on quality). Meals run from 2 sp (for "low meals") to 6 sp (for "high meals") per serving-platter (a soup or broth comes in a bowl placed on a platter with garnishes).   Typical garnishes include honeyed figs, roasted almonds, pickled lemons and quince, biscuits spread with garlic or nut butter, and fruit tarts or "savories" (tarts filled with minced cooked dove or coney, mixed with lime or berry sauce).   Low meals include all soups and broths (the Swordsfall specializes in venison-and-mushroom broth), duck livers, thaevor potatoes (thaevor is a strong yellow local cheese), mushrooms in cream, spicy lamb sausage, and wine-marinated pears and Calishite tammar.[1]   High meals are usually platters of wood turtle, plucked roast dove, and "firespiced" (seared) rothé steaks, but on rarer nights a patron might enjoy boar with sliced apples, rabbit in zzar, duck in berry dressing, roast duck with chestnuts, whole quail skewered and cooked in butter, diced poultry (fried in garlic, nuts, and ginger), or river clams (steamed in a rich fish stock with onion, sarsae -- the tough-skinned, hardy tomato-like savory fruit of the North -- and herbs).   The price of a high meal always includes a "side" of thin-sliced cheese and fruit, and a small cordial (zzar or a fruit brandy) to "clear the throat" after the main repast.   Ed's Notes   [1] Something like tangerines or clementines, but with a red 'peel' or inedible skin.   Thaevor Potatoes   During a recent night of emptying bottles and trading coziness with Ninrae, she showed me how to make thaevor potatoes (which is what she was supposed to be doing whilst she was really entertaining me) . . . so here 'tis.   Peel eight potatoes, and slice thin.   Then take you a pound of mushrooms of all edible sorts, and slice them thin, then do the same to two shallots and to sprigs of parsley and basil. Toss these four things all together.   Grind a generous handful of pepper, grate yourself a cup of thaevor,[1] and procure a cup of cream. Also take a lick of butter.     Low-Res Version (103k) | Hi-Res Version (823k) Smear that butter around the inside of a deep cooking-pan -- the sort one can cover and bake on racks over a coals-fire.[2]   Spread a layer of potato, then one of the mushroom toss, then grated thaevor, then pepper and cream. Repeat; there should be enough for three layers in all. Then bake over a steady bed of coals until done.[3]   Ammarlath's Boot   Ammarlath Stoneshar is a kindly old sack of wrinkles, but her shraehouse pales when compared to the superb Swordsfall. It's a place for drinks, thick pipe smoke, and a minimum of food. (Smoked fish on frybread or warmed spinach tarts is about it.) It's very dingy, usually crowded (with folk who couldn't get into Swordsfall), and spartan, with no fancy drinkables and prices flat at 2 sp/all beers, 2 sp/broths and zzar, 3 sp/all wines.   Seek the overhanging boot signboard dangling from the balcony of the second building on the north side of Lavarpard east of its Waymoot with Nutting Lane.   Ammarlath's a good listener and will happily talk troubles and gossip with any patron, but beware: Her dumpy build is largely solid muscle, she can throw a skillet with deadly accuracy and doesn't mind wasting a sizzling fry of contents to fell a thief, and she knows her herbs and concoctions, and has been known to serve drinks that bring swift slumber to unruly patrons -- and to those she's been paid a fee to send early to their dreams. A onetime drover and adventurer in the North, she'll occasionally sell secrets (things she knows about city folk and directions to wilderland features in the lands north of Sundabar, as far as the northern Cold Wood, including a few words about Tulrun).   Suldanseir's   Not my sort of shraehouse. This place is noisy, crowded, run by the young for the young, and is a house where folk talk too loudly and to impress. I couldn't tell you the names of all the long-haired, swaggering, "I'm a dangerous blade so watch out" staff, but if it's swift and cheap drinks you want, or a brawl, this is the place. The only food to be had is "black" (blood and organ meats) sausages, spiced so hot as to force folk to slake their throats with more drink after eating. Otherwise, prices, consumables, and conditions are much the same as Ammarlath's. An evening lass who was in truth a bludgeon-and-rob doppelganger worked Suldanseir's for almost a season before being discovered and slain.   Seek the signboard with the name aglow (a minor magic effect) above a dangling "fall" of strung crystals, on the east side balcony of the second building west of the gateside (northern) mouth of Nutting Lane. It has two staircases, at either end of the balcony; both are apt to be crowded with boldly hopeful escorts after dusk.   Dark My Hand, But Sparkling   This is perhaps the brightest and most glittering storefront balcony in Hollowhar, and 'tis impossible to miss: It looks north up Nutting Lane from the south side of Lavarpard, squarely in line with the Waymoot. "The Dark Hand" is what's known in The Sword Coast North as a "gem gaudy" shop: It sells cheap "glitter jewelry," mirrors, plumes of dyed feathers mounted for tiara wear, and so on.   In this case, the "and so on" is a small array of costumes and disguises that'll fit most Humans and half-elves without alteration. The proprietor, Raugaere Willowynd, is a limping old adventurer possessed of the ruins of good looks, much sarcasm, and eyes that miss nothing and never forget a face. He has a good reason for his wariness: He's a former fence of stolen goods (hence the shop name), and some say the word "former" is a falsehood. Certainly Raugaere turns away petty thieves nowadays, but he does buy secondhand gaudy jewelry and clothing that can serve to be resold as costumes without any awkward questions -- and he also receives regular "we're keeping an eye on you" visits from the Rods. There are rumors that Raugaere knows the Lady Alustriel well, from past dealings -- and that old Thunderspell knows him all too well as a result.   In recent years, Raugaere has taken to making painted wax masks and half-masks that make the wearer look like a nondescript human . . . a different nondescript human than they normally appear to be, that is. They don't last long, but as several Knights in Silver have been overheard to say grimly, as they investigate crimes in the city, "They last long enough."   Malaver's Blade   This establishment is tucked away behind a closed and barred door (with a peephole that Malaver peers out when would-be clients ring his door-gong) on the south side of the large building in the center of the triangular Wallrun-Nutting-Druinwood block. It can be found easily by the smell, however, and many folk brave the spilled blood, fearsome cleavers, and thick smoke of the smoke-rooms to buy the flavorful wares of Breon Malaver.   Breon's a cadaverously-thin butcher of few and sour words, and there are the inevitable rumors of his chopping up corpses for fees. These are probably the result of his interest in monster-butchering (he's one of the few folk in Silverymoon I've found who'll be eager to carve up anything scaly and long-jawed that's bigger than three men, if I bring such a morsel to him in a rented cart) -- oh, and because of the ghost, of course.   Malaver's smokehouse is haunted by the apparition of a flying, talking severed head. From time to time it fades into view and lunges menacingly at visitors, speaking what might be gibberish and might not (some sages pay to be allowed to come and listen to it, from time to time) in Loross and Thorass. It trails long hair, appears to have belonged in life to a half-elven female, and seems to be enraged at the very sight of human women in armor, or visibly bearing swords.   Malaver ignores this phantom, but it's scared away all the staff he's ever hired (he lives alone). However, Malaver's sausages and smokefish are of the best, but cheaply priced (the former are 2 sp for large links and 1 sp for small, and the latter are 1 cp/fillet). I live on them when in town without time to spare to shoulder my way into Swordsfall -- unless, of course, someone else is buying my feast, in brighter streets than those of Hollowhar.   Ed's Notes   [1] Some expensive-to-my-larder discussions with Elminster lead me to believe that parmesan cheese is our closest equivalent   [2] A casserole that comes with a lid.   [3] That'd be about an hour at 350 degrees Fahrenheit . . . and have a care for your arteries!   Tamabril's Fordorn   'Tis not hard to find this busy place; just look for all the locals tramping back and forth from it, and the trodden leaves underfoot. The northernmost balcony shop of the first building on the west side of Nutting Lane south of the Druinwood Waymoot houses Tamabril's food-shop.     Low-Res Version (103k) | Hi-Res Version (823k) Time for a little Silverymoon history again. Alasamber Druin was a long-ago carver, hence "Druinwood," and Nutting Lane got its name from all the nut-sellers whose shops once lined it. They bought, graded, and bagged (in hempen sacks) nuts gathered by freelance foragers in the forests to the north (something now done out-of-town; now we just get to buy the filled, sewn-up sacks). Falmar Fordorn was a local legend: a fat, jovial, kindly greengrocer who ran the first mixed-food shop in the city that catered to all folk, but tried to offer fresh foodstuffs as well as pickled, smoked, and salted provender from afar. His name has come down to us as the general Silvaeren term for shops that sell fresh greens among other foodstuffs, and Tamabril's, though quite typical of a neighborhood "local," is (for my tongue-taste, anyway) one of the best.   Valtha Tamabril is a slender, dark little woman who's probably quite beautiful but doesn't want the world to know it; she wears old rags and mud from her wares across her face, and pulls her hair all wild through a leather nape-sleeve and then lets it trail into everything. Yet she's cheerful enough and likes to talk -- gods above, how she likes to talk! Don't tell her anything you don't want all Hollowhar -- and every passing hungry buyer, too -- to know! (Some feed her lies deliberately, because she certainly sends the rumors flying through the city as if they had wings.)   Valtha likes to haggle, but 'tis seldom you'll pay more than 2 sp for anything in her shop (and those'll be her cheeses, at that price; her greens are half that).   Year-round she sells powdered herbs, teas from afar, pickles, jams, and cheeses (usually by the handwheel), and in summer and fall Tamabril's will be crowded with fresh vegetables: parsnips, radishes, lothleaf, [1] selpurt,[2] river cress, and wosrel.[3]  

Vrelda's

  Every neighborhood has its festhalls, and Hollowhar, it seems, can just barely afford one. Vrelda's is a festhal of sorts -- not a drinks-house with dancing and bouncers and flesh of unbelievable beauty on display amid gems and furs, mind, but a discreet, cozy, slightly shabby place that offers gentle companions for the lonely. The women and men here are closer to friends who'll rub feet, pour tea, soothe, and listen to tales of woe and bragging and bitching from men and women who come out of the backlands with too few coins and too much loneliness. I like Vrelda's and have happily spent too many evenings to count sipping strange cherry teas in its front room, losing a few coins at cards with the lasses.   Fat old Vrelda, who scarce came up past my waist, is long dead. The mistress of the house now is "Legs" Larivarra (so-called because she's missing one and stumps around on a wooden replacement). She's as shapely a Moon elf as mens' dreams can concoct but can curse like a sailor and outdrink any four warriors I know. I've never known her last name, but I gather her family is noble or some such, perhaps from Evereska way -- and she wants as little to do with them as they do with her.   Larivarra's nine aging lasses are all human females, but in sizes, shapes, and origins that vary right across the board. They're more apt to be seen trudging around in fluffy soft-boots and old thick gowns than silks -- but then, they look as good in bright sunlight as they do by candlelight, and that's a lot more than some night-lasses can claim. She's a few male companions, too, who are just as relaxing and good a companion to those who stop by as the women are.   Vrelda's also serves as a message drop: Leave a written missive for someone and a copper coin, and Larivarra will guarantee you two things: Unless Vrelda's burns down, that message will be discreetly delivered to the right someone if they ever drop by or show their face anywhere in Hollowhar (where a lantern lass can see it, that is), and that the chosen recipient's eyes will be the only ones to have read it, when it comes into their hands.   Vrelda's stands on the north side of Lavarpard Street; 'tis the second building west of the Nutting-Lavarpard Waymoot. It has discreet entrances on the north, south, and west sides of the building. The precipitous staircase on the east side leads straight up to the roof and hasn't been safe for some years; the strange little cages on some of its steps are dove-traps, that can be drawn in through nearby windows on strings when they've caught a bird. One of Vrelda's lasses (Marissra by name) loves to cook downdove pie.  

The Hawkroost

  The large building on the east side of Nutting Lane at its northern mouth, facing the Westwatch and Bow Gate, is "the Roost," a modest rooming-house for folk with more wisdom than coins (that is: the poor). A popular place, the Hawkroost is apt to fill up by highsun on most days, though late arrivals can buy a blanket and a spot on the roof for 1 cp.   Here you can rent rooms by the half-day (1 sp), the night (2 sp), the fourday (4 sp), the tenday (9 sp), or the twelveday (1 gp). Your coins buy you a small, fairly clean room with a bed (rope and straw-tick mattress, overblanket and two linen sheets), a jug of drinking water and another of mintwater washing-water, and a chamberpot. A chair is 1 cp/day extra, laundry services are 1 cp/garment more (done next morning), and every room is equipped with a door-bar to keep stealthy night visitors out. (The Roost's ill-tempered menagerie of cats takes care of smaller, four-legged rodents.) Baths (in the cellar cistern, with handflake soap, a frightful scrub-brush, and two towels to dry off with; if someone else of any race or gender wants to wash at the same time, you must share, and the cistern can comfortably hold six) are 5 sp/person. You can often tell the truly poor or backlands folk from the merely coin-careful at a bath: the really needy are the ones bathing in their clothes and spending more time washing them than their own bodies.   The Roost is run by Merymys Dracobard, a fat but once stunningly beautiful woman of high station who set aside all the fripperies of fashion and high etiquette (fled from unhappy arranged matches in Athkatla or Myratma or Baldur's Gate, the tales say), and now firmly mothers an everchanging staff of a dozen or so half-starved boys (usually runaways who came to the big, bright city in search of fame and fortune, and found starvation and vigilant Rods instead) who tend the place. They can sometimes be hired by the day for "away work," but Merymys frowns on illicit or dangerous tasks, and will report those who hire her boys "into danger" to the Rods.   Merymys (her name's pronounced "Merry-MEEZ," by the way) offers literally bread and water to guests (the former is of her own making -- handloaves of passable black bread -- and goes for 2 cp/loaf), and no amenities. "Want foot-washing and music and honeyed words? Go elsewhere," she says often. Hollowhar rumors insist that a secret room in or under the cellar of the Roost contains dozens of petrified adventurers (or, some tales say, monsters) stored for some dark future event, but the tales never agree on just what that purpose is, or what part Merymys Dracobard is playing in this secretive storage. She isn't saying, but asking her about it will get you the spying eyes of some Rods for a few days, let me warn you.   As to Merymys' origins, I know nothing, and ask less, but there is more to her than an aging and overweight woman fled from somewhere else. That much I'll swear.   Delvara Moondark, Procurements   The end shop-balcony on the east side of Druinwood (at its northernmost mouth, where it meets the Wallrun) seems at first glance a dust-covered cavern crowded with secondhand curios. A forest of ceiling-hooks bears more cobwebbed wares overhead than the layers-deep tables or the reduced-to-snakelike-ribbons aisles. Be warned that a very protective tressym lurks watchfully amid all the clutter, ready to pounce on would-be thieves.   Most of what fills the shop has lain more or less undisturbed there for seasons on end, because the lady master whose name adorns this establishment makes most of her coins by "getting out and getting things."   Delvara is a little, dark-eyed slip of a thing, all boneless acrobatic agility, leather breeches and boots, and flowing-sleeved, distractingly open-fronted bravo's shirts. Short hair, large earrings, pert manner, adept at hurling daggers; that sort. She's an enterprising sorcerer and sometime thief, who for fees will procure all sorts of goods from the shops of others in Silverymoon. She doesn't steal them, mind, she fetches them so you won't have to go searching if you're an outlander or too lazy or high-nosed, or just in a tearing hurry.   Delvara doesn't deal in gems or magic of any kind, but the last time I talked over tankards with her, she'd fetched (in the five preceding days): an artificial limb, two grappling hooks, several coils of rope and one of black waxed cord, three leghold traps, a pair of gauntlets of a particular size and finish, and a blank spellbook.   Clients pay the retail cost of a fetched item plus her delivery fee (typically 12 to 20 gp to those in haste or whom she knows to be wealthy, and 3 or 5 gp to commoners like me). Those who try to cheat her will discover that she has more than her knives, spells, and tressym to protect her: She's quite cozy, if you take my meaning, with some very powerful and highly-ranked Spellguard mages.   Hablar the Hawk   This cluttered studio of fading parchment and jars of inks fills the balcony of the second building south from the city wall along the east side of Druinwood. Seek you the jutting signboard of the hawk's head turned to the dexter to fix you with one dark, staring, gold-rimmed eye as you approach.   Inside dwells and works Hablar the Hawk. This birdlike, balding little man was mockingly nicknamed "the Hawk" in his youth, I'm told, and eventually embraced the name proudly. He comes from the Aumtruskan family of Silverymoon, an oldblood clan long known as tapestry weavers (three younger brothers and a sister all have shops in more glittering parts of the city), but disappointed his sire by turning his back on the family trade for the then-less-desirable pursuit of painting portraits. These days the Gem of the North is known for housing dozens of flamboyant, eccentric folk who'll paint you grand, expensive, and flattering portraits that can make a high lady who looks in life like a bristle-jowled hound into someone of (at the least) serene grandeur, and suchlike; they of course dwell in better districts than Hollowhar.   Hablar is more useful to the great run of folk, though -- not just because his prices are lower (typically 25 gp to half that), but because his swift sketches accurately capture likenesses in a very true-to-life manner, and because he can work from memory, after only a fleeting glance. Show him a man passing on the street, and he can in the space of a short song hand you back a portrait that you can give to someone who's never seen the real person, and they can use it to track that right person down. Moreover, although the Hawk absolutely refuses to copy the work of other artists ("forgery" he terms it, scornfully), he'll happily (for full fees, of course) duplicate his own work speedily and precisely -- so you can hand a dozen bounty hunters the exact likeness of one quarry.   An End To It   And that's my Silverymoon. Oh, I've been in the Palace a time or two, and can spout more if you've the price of a tankard of blackroot, but I'm dry of words for now. Soon enough I'll have heard my fill of songs, kissed enough waiting lips, and drained tankards a-plenty -- and be back out Bow Gate into the waiting wilds.   Chesmyr Morrowynd. Remember that name, if harpstrings you're after. I'm the scar-cheeked man with the raven-black hair, the wrinkles, and the nut-brown skin. I walk with a bit of a limp but I'm as silent as a dead mouse -- and I'm the man they still tell tales of, who got in through a watch of six Spellguard mages and kissed Alustriel in her bath one Midsummer Night. I left her laughing and got out alive, and that's more than some can claim.   See you across the fire at my next wyvern-kill, if you're bolder than you look.   Ed's Notes   [1] A thick, endive-like lettuce-leaf plant, with dark green, jagged leaves.   [2] Something between bok choy and celery.   [3] As near as I can make out from Elminster, who's no fan of them, these are fleshy edible tubers, something like Jerusalem artichokes, that grow along the banks of coldwater northern rivers and are easily found by their small but distinctive blue, long-stalked flowers; they're pronounced "woz-rel," by the way.  
  Current CLack - 1372   Characters who investigate the Gem of the North are bound to discover a few things about the city's politics, outlook, future plans, and recent happenings. Of course, such information is bound to be both amazingly accurate and dismally off the mark. It's up to the players and the DM to discover which ones are true.   Alustriel has become moderately worried about Turlang's expansions of the High Forest. While there is no problem yet, she and her new ally, Jeryth Phaulkon of Everlund, will have to mediate with him if he expands the forest beyond the Upvale and toward Everlund.   The Bright Lady has put her support and some money toward the building of the Rauvin Road to link Nesme and Silverymoon along a trail immediately north of the River Rauvin. While she still deliberates in trade talks with Nesme and the Harpell clan of Longsaddle, she sees this trail as a good trade move, despite the difficulties of pro¬tecting travelers on the road. Many say that she worries over possible problems with the High Forest's expansion in¬terfering with trade on Evermoor Way.   The folk of Silverymoon are all abuzz over the Lady's in¬volvement with the destruction of Hellgate Keep. They say that Alustriel herself blocked Turnstone Pass with great magics to protect Sundabar and the yet-weak Citadel Fel- barr from tanar'ri fleeing from Hellgate Keep's destruction. Alustriel herself does not acknowledge this feat, but "a trusted member of her Spellguard told me about it person¬ally. . ."   Waterdeep's Font of Knowledge, the new temple to Oghma, and the bards' college of New Olamn are gaining popularity in the North, though many in Silverymoon scoff at such attempts to mimic their accomplishments in the Gem of the North. While the newer places have seen swift rises in attendance and donated coins, Silverymoon has likewise seen a migration to its walls. A number of young nobles of Waterdeep have established homes here in Sil¬verymoon. As they do not stand to inherit their family lands, they moved here to learn from the masters or simply to use their still-considerable wealth to make names for themselves here. While many are curious or excited over new local nobility and increased money in the city, most are indifferent and go on with their usual studies. In fact, the city is currently looking to expand the walls of the southern quadrant of the city to accommodate new buildings due to the concerted efforts and monetary dona¬tions of Lord Charnos Artemel (LG hm R6), Bressnos' fourth son and an accomplished hunter; Lady Tasmia Gost (NG hf F0), sister to the active Lord Gost of Waterdeep who heard rumors of the trade opportunities opening up  around Silverymoon, and her consort Motryth Bladesharp (NG hm F4), a former mercenary and current merchant with connections in Mirabar; Lady Stelar Nesher (LN hf W0), a gifted 17-year-old who is looking to be trained in magic and lore, and her brother Lord Khallos Nesher (NE hm F0), the who has already established a presence in Quaervarr to build more of a personal fortune in logging for himself; Lord Corahk Tchazzam (NG hm R5), the only son of Lord Ulboth of Waterdeep who left Home eight years ago (and is believed dead) and finally settled here after hunting the Moonwoods and joining the Harpers; and Phanami Moonstar (LG hef P4 [Mielikki]), half-sister to the heir of the Moonstar clan who simply wishes a quiet life of prayer and solitude here in a holy place to her Lady. Lady Gost, Lord Nesher, and Lord Artemel are building small villas just outside the southern walls of the city, expecting the walls to grow around them, while the others are simply buy¬ing multiple older properties within Silverymoon. • Rumors that have stirred for years appear to be coming true. With the untoward wreckage of Arken's Invocatorium and his movement to the south, gossip tells of members of The Lady's College and the School of Thaumaturgy (and other smaller mage schools) dissolving and moving toward the southern quarter. By Marpenoth 1369 DR, the announce¬ment is made that most of the magical schools of Silvery¬moon (aside from some private tutorial apprenticeships) have fused into one university. Under the direction of Magus Miresk, the University of Silverymoon teaches all manners of magic and wizardly knowledge with individual colleges for each specialist schools. Fourteen buildings west and south of the Moonbridge have been allotted as parts of the campus, incorporating the old locations of The Lady's College and Miresk's original school. • AFTER THE FALL of Hellgate Keep and the Dwarves' retaking of the Citadel of Many Arrows, the High Lady summons the leaders of the local citadels and towns to Silverymoon for a conference about their mutual safety. She informs them of the larger picture, with the giants moving into the Troll¬moors, the subsequent move of the trolls into the surround¬ing lands, and the still-considerable number of orcs in the mountains between the two dwarven citadels. She also warns of a divined prophecy by a number of Spellguard members of a future movement of dragons upon the Nether Mountains and the Moonlands. After three days of deliberations over methods to protect all the settlements from these problems, it became apparent that the citadels and settlements would have to ally themselves into a united country rather than each attempt to defend themselves. Surprisingly, none objected to this idea, as cooperative defense and increased trade were common goals for all concerned. How¬ever, the talks soon led to chaos as King Harbromm of Citadel Adbar, King Emerus Warcrown of newly renamed Felbarr, and Helm Dwarf-Friend of Sundabar, as the three strongest leaders there, began quarreling over who was best suited to rule this new nation and from which city. Curiously, both Bruenor Battleham- mer of Mithral Hall and Alustriel did not seek this position, de¬spite significant support from their own people. Ten days of political bickering and arguments finally ended when the three would-be-kings acquiesced to their hostess, High Lady Alustriel. The only way they could work in concert was as one nation stretching from Mithral Hall to ruined As- core, and the only ruler that all leaders and peoples concerned could respect and follow was the Bright Lady herself. After a recess of a tenday for her to ponder this decision, Alustriel reconvened the leaders and accepted the mantle of leadership over their united lands. As is her nature, she moved slowly into the role so as not to disturb the tenuous peace of her allied noble leaders or the delicate balance of her own city. Her only immediate change of status was to step down as direct leader of the city and elect Taern "Thunderspell" Hornblade as the new High Mage of Silverymoon to rule in her stead. She named Taern's replacement for the leader of the Spellguard, Jorus Azuremantle (LG hem W12), Taern's reserved yet pow¬erful half-elven nephew. Her only demand of the collected leaders was a general re¬quest to allot troops from each of the settlements for a unified army to patrol all the lands among their homes, since Alus- Triel's Knights were too small a force to protect all the land. Transferring 200 Knights into this force of Guardians, Alustriel named her eldest son, Methrammar Aerasume (LG hem F14/W12), as the Shining Guard, the army's commander. Ini-tially, only promises of troops were forthcoming, though Methrammar expects to lead an army of 8,000 well-armed hu¬mans, half-elves, and Dwarves by Midsummer of next year. If Alustriel agrees to hire mercenaries and adventurers, Methrammar believes he could muster an army 10,000 strong. Until the situation warrants otherwise, the nine settle¬ments (Citadel Adbar, Citadel Felbarr, Deadsnows, Everlund, Jalanthar, Mithral Hall, Quaervarr, Silverymoon, Sundabar) each rule themselves as they did before their leaders swore fealty to Alustriel. Alustriel plans a Council of 12 Peers to help her rule this new country, and she plans on involving the Her¬alds as part of this, believing The Heralds can aid them in re-membering past multi-cultural realms and how to avoid their mistakes. The Council tentatively consists of King Harbromm of Citadel Adbar (LG dm F10), King Warcrown of Citadel Fel¬barr (LG dm F11), Observer Kerrilla Gemstar of Deadsnows (NG df P8 of Marthammor Finder-of-Trails), Elder Jharak Erl- Shade of Everlund (LG em R15), Speaker Ychram Peregyn of Jalanthar (LN hm W12), King Bruenor Battlehammer of Mithral Hall (NG dm F11), Axe-Mayor Luorna Gladeshim- mer of Quaervarr (CG hef R7/P7 [Mielikki]), High Mage Taern of Silverymoon, Helm Dwarf-Friend of Sundabar (NG hm F15), Jorus Azuremantle of the Spellguard, the Shining Guard, and Old Night Shalara Swordshigh (CG hf R9) of The Heralds' Holdfast. As the Council broke up and headed to their homes for the winter, they agreed to meet in Silverymoon every six months or when summoned by Alustriel. However, one item of discus¬sion left open for a winter's pondering was the name of this new nation. Alustriel herself has uttered no opinions on the topic, though four names have been suggested and are garner¬ing support. Alustryr was proposed by High Mage Taern after his Lady, while Shining Lands was posed by Axe-Mayor Luo-  rna. The dwarven contingent proposed both the High Lands and New Delzoun, while Old Night suggested choosing a name touching on the lands' matron powers of Lurue and Mielikki, such as Luruar. Alustriel promises that the nation shall have its name by Midsummer next year, whatever it may be.   xxxxx   Gates • Blacklar Gate: The southwestern gate of the Southbank leading towards the Evermoor. • Mulgate: The southeastern gate of the Southbank which follows the River Rauvin towards the High Forest. The path from the Mulgate to the Moon Bridge is often called the Moonway and is a frequent means of traversing the southern portion of the city.   Taverns • Sorlar's Smiling Satyr: A well known gathering place for female students of Silverymoon, Sorlar is a sorcerer of some repute who maintains a staunch policy against fighting or disturbing the peace within her tavern. In contrast to the typical dimly lit affair, the Smiling Satyr is a bright, naturally lit set of large, open rooms with large stained glass windows and chandeliers with a maze of winding stairs and unique colorful tablecloths on each table.   Religious Sites • Mielikki's Glade: Surrounded by a circle of looming tall Shadowtop trees, the open-air glade serves as a shrine to the Forest Queen in the heart of the Southbank. The grounds of the sacred space are covered in lush, vibrant moss and filled with berry bushes and ferns. Services to Mielikki are held in both the morning and evening while worshippers and guests alike are welcomed to walk through the glade and experience the divine calming presence of the natural space.   The Conclave of Silverymoon • Arkhen's Invocatorium: A school primarily dedicated to those who possess a natural propensity for magic. The new Home of the Invocatorium in the Southbank features dozens of automatons and constructs fulfilling everyday tasks for the students and staff. The school is overseen by Arkhen the Icy, known for his strict demeanor and a sadistic sense of humor often deployed at new student's expense. • The Lady's College: Considered by many the heart of the Conclave of Silverymoon, The Lady's College was the first university open to mages and wizards of all Schools of magic to study both magic and the history and meta discussion of magic itself. • Vault of the Sages: The "pride and joy" of the Conclave, the Vault of the Sages is a renowned library orders of magnitudes greater than most collections outside of Candlekeep. Many consider the Vault to be the greatest collection and highest quality gathering of knowledge and wisdom in all of Faerun. • Miresk's School of Thaumaturgy: In addition to being the personal Home of Conclave Headmaster Eltro Miresk, the school serves as the initial evaluative measure of students looking to pursue further studies at The Lady's College or a more specific part of the Conclave. Students are typically placed into a college based on their performance or are assigned to a waitlist if there abilities requires further refinement. • Utrumm's Music Conservatory: Holding a superb reputation across the Sword Coast, Utrumm's Music Conservatory is housed in a rather non-descript part of the Conclave's sprawling campus, but features an impressive forty soundproof and acoustically designed practice halls with balconies on which Masters of Music could listen in on students as desired. On the first floor, two performance halls are available for free performances and community events. The school also boasts a massive collection of song scrolls and written music.   Other Notable Sites • The Guardposts: Two unobstructive towers on either side of the Moonbridge, the posts previously served as a barrier into the Northbank should an assault on the city attack from the at-the-time undeveloped southern bank of the River Rauvin. Now the structures serve as meeting spaces for the leaders of the various military forces in the city. • Western Garrison Barracks: Home to the forces who serve on the Southerbank, the Western Garrison is smaller than the more historic structure on the Northbank but is also newer and features more comfortable accommodations for the soldiers. • Spellguard Isle: Amidst the rushing River Rauvin, those who believe they have what it takes to make it as a member of the exclusive Spellguard forces train relentlessly into the night. To be considered for admittance into an apprentice role, the first task of an interested perspective Spellguard member must reach the small island without another's aid or using a manmade vehicle. The island features a small compound with a wide courtyard, a barracks for the Spellguard members residing within the city walls, and a two-story tower where meetings can be held and the captain keeps his office.   xxxxx   Northbank Notable Locations Gates    • The Moorgate: Western gate of the Northbank leading towards the Evermoors. • Hunter's Gate: Northern gate of the Northbank leading towards the Moonwood. • Sundabar Gate: Eastern gate of the Northbank leading towards the road to Sundabar. • Sundabar Commons: The courtyard just past the Sundabar Gate where dwarven vendors would often set up carts or meet up for joining a caravan back to the city.    Taverns & Inns    • Bright Blade Brandished: In the southwestern portion of the Northbank, this adventurers-favorite tavern serves warm drinks in a welcoming and luxurious but unpretentious settings. The two-story tavern with a rustic charm features curtained alcoves and booths for parties of all sizes. Young wizards in training are often employed to deliver drinks efficiently with Mage Hand spells. • Golden Oak Inn: In the large, central chamber of the tavern sits a magnificent oak tree whose branches extend through the second floor and above the ceiling through an open-air sky chamber. A popular meeting place for druids, Elves, and members of the Emerald Enclave, the inn is filled with ferns, fresh air, and the aromas of fresh herbs and spices. Lanterns hung from the outstretched branches provide a warm glow throughout the above ground chambers. The cellar below ground features a tap room where drinks can be procured and the second floor houses cozy rooms available for rent. • Wayward House: Built on the grounds of the ruins of the Inn of Wayward Sages, the new down-to-earth inn is popular among those in town on business who wish to keep a lower profile during their stay in Silverymoon. • The Dancing Goat: Just past the Moonbridge on the Northbank, the Dancing Goat is known primarily by the citizens of Silverymoon as a raucous dance-floor filled with nonstop music and entertainment. Despite the often bawdy crowd and affordable prices of drinks and food, the bar also features an impressive array of vintage wines in their cellar. The name of the business is actually Son of a Goat, after the first Dancing Goat burned down, but the former's name stuck and is still how all of its local patrons refer to it, though visitors often identify themselves by using the formal name when asking for directions. • Helmer's Wall: A former gatehouse before the city's expansion, Helmer's Wall features massive exposed beams and roughly hewn stone walls. Helmer's maintains a prized collection of rare and vintage bottles in their expansive wine cellar. Above the cellar, scholars of mundane and magical pursuits alike frequent and often deliver impassioned debates and presentations. While many are oft entertaining and enlightening, it is not uncommon for those who are controversial or subpar in quality to be met with food hurled in their direction. • The Stagstand: North of the Old Wall and west of the Market, the Stagstand serves as a hunting lodge in function and form. Impressive antlers adorn the walls and serve to hold lanterns throughout the hall. Whereas most other taverns suffice to serve ales and small portioned meals, the Stagstand prides itself on boasting an impressive menu of local hunts and original recipes.    Shops    • Optym's Blade: Boasting the largest collection of masterwork weapons and particularly finely crafted, axe's Optym's Blade is a destination for many traveling blacksmiths or apprentices in search of tutelage. Proprietor Heliosturr Optym operates the shop and often takes on several aids at a time, but is known to be quite peculiar in his evaluation process. He is also known to be an expert knife-thrower and his shopfront is filled with targets of varying sizes and shapes where the master blacksmith is known to practice while customers consider his wares. • The Shining Scroll: Demarcated by a massive round-blue door covered in obtuse silver sigils, the Shining Scroll features a single, massive and stretching shelf of potions and scrolls and a simple counter both watched over by a raven familiar who monitors the storefront while the shop keeper Xara Tantlor works in her vault downstairs either crafting new wares or casting spells for clients at a fee. • Adbar Trading Coster: This general store brings dwarven-made goods from Citadel Adbar to the northeast. Hemec Wyvernbrow can be typically found behind the counter offering the tools, gear, and general supplies brought in via caravan by his brother Themec Wyvernbrow. • The Hammer and the Helm: Both a forge and watering hole for the local dwarven craftsmen, The Hammer and the Helm rents out booths to craftsmen to make wares to be sold in the market and hosts a brewery of Strongbeard cider. One can often find as many drinking and working at any given time of day. • A Handful of Stars: Managed by a staff of Selune disciples, the shop procures navigational tools of a wide variety. Overshadowing their finely crafted nautical charts, timed-burning candles, and array of lanterns is the curved ceiling which magically depicts a slowly shifting star chart which glows and sparkles to match the night sky during each season. • The Wyrmworks: Celebrating more than 100 years of service, this shop buys and sells information, Equipment, and raw materials related to the tracking and hunting of dragons. The owners, Roryk and Delgrath, are known to be fanatics about dragons and love nothing more than exchanging stories with traveling adventurers. Craftsmen can rely on the Wyrmworks to have any dragon or wyrmling components they may need. Those interested in seeking out a dragon's lair for themselves look no further than the constantly updated maps Roryk keeps or the latest intel Delgrath gathers through his vast connections after years of networking. The store also boasts Equipment and items necessary for traversing the terrain to reach said dragon's denizen as well as rare magical artifacts designed to be particularly effective against dragons.    Temples & Religious Sites    • Shrine to Shiallia: Within the Golden Oak Inn is a small, but beautifully adorned shrine to Shiallia, the exarch of Mielikki. It is said women who are expecting will visit the shrine to this good-natured demi-goddess in hopes of a safe pregnancy and for a healthy child to be born. • The House Invincible: Overlooking the Market near the Hunter's Gate, the House Invincible serves as a major temple to Helm. Resembling a fortified keep more than a church, the structure has indeed garrisoned armed forces during times of war when armies swelled beyond the normal barracks. A great number of Knights in Silver and even a handful of Spellguard members frequent the keep in prayer and service to Helm. • Rhyester's Matins: Once a simple mud and log temple to Lathander, the temple was completely rebuilt into one of the most magnificent structures in the entire city. The now standing structure is one of breathtaking splendor featuring a two-story congregation hall with the entire ceiling and eastern wall made of glassteel, a translucent metal made through secret alchemical and metallurgical processes kept to this day by the sun Elves. Within, the central altar, known as the Dawn Altar is also constructed of glassteel in complex prisms so the dawn light refracts throughout the chamber in stunning rainbow arrays of morning light. The complex is named after a young blind prophet Rhyester who regained his sight thanks to Lathander's guiding light. • Everdusk Hall: A temple to the Seldarine pantheon of elven gods, Everdusk Hall has served as a reverent and pious place of worship for myriad of elven travelers and Silverymoon citizens alike. A mysterious fire burned down the original structure in the early 14th century. Despite great efforts to quell the flames, the entire structure had to be rebuilt. As she has for the last century, Vadalathra Rivermantle serves as the Loremaster and head priestess who cares for the property and all those who enter. • The Halls of Inspiration: Devoted to Oghma and Milil, the Halls of Inspiration are recognized by their four rectangular towers rising into the Silverymoon skyline. The towers contain multiple libraries, rooms for dedicated study, prayer chambers, and apartments for visiting poets and scholars. A chapel designed with pure, reverberating acoustics in mind rises three stores with multiple balconies overlooking an ornate stage known for presenting some of the most celebrated musicians and storytellers found in the city. Lorelord Ormast Keldellyn and Songmaster Beldor Thrivvinserve as the two clergy representing Oghma and Milil's followers respectively. • The Temple of Silver Stars: A temple to Selune, the crescent-shaped walls are made of smoothly curving stone and feature crystal-and-silver inset windows throughout. In addition to operating a shop full of navigational tools, disciples of the Goddess of the Moon often serve as guides in aiding cartographers, Harpers, and others who find themselves beyond the walls of Silverymoon under the moon's glow. • Fortune Hall: A comparatively small temple to Tymora, the Fortune Hall itself operates a small parlor where Games of Chance can be enjoyed with all house winnings going to the disciple's practice of "sharing luck with those in need." • The Tower of Balance: A minor temple to Mystra where her devotees are said to practice the only recently explored art of interweaving arcane and divine magic into one stream of magic. • Silverglen: Though not technically a place of worship, the Silverglen is a grove within the city walls maintained by druids who serve as part of the Circle of Silver and the grove is open to all who wish to experience the peace and tranquility of nature so long as they respect the grounds in due solemnity.    The Conclave of Silverymoon    • House of the Harp: Also known as the College of Focluchan, this bardic college has recently reopened after a century of disuse and hopes to re-establish itself as a place of learning worthy of the Master Bard whose name the school carries. The College is also a known ally of the Harpers, with many of the alumni of the previous iteration of the College of Focluchan serving as informants for the Harpers through their access to gossip and intel as performers across the Sword Coast. • The Map House: The original location of the Vault of the Sages, this four stories structure most resembles the inner stronghold of a massive keep and was designed by wizards of ages past to be independently defendable in a siege, if necessary. Home to possibly the Sword Coast's largest collection of geographic maps and noble genealogies, access to the Map House's treasure trove of resources is one of the most coveted amenities to becoming a member of the Conclave. The famous sage Esklindrar serves as the current Master of the House, the only individual who approves copies to be made of the contents of the collection.      Other Notable Sites    • The Docks: A frequently bustling stretch of commercial business along the River Rauvin, the Docks serve countless barges and rafts making their way between the dwarven citadels to the north and the rest of the Sword Coast to the southwest via the connecting ports in Everlund and Yartar. • The Market: Stretching from the Hunter's Gate to the Docks, the open air tents and carts of vendors take up both sides of the central road of the city and divides the Northbank into eastern and wester wards. Featuring both imported and locally sourced goods, the Market swells to overflowing numbers of visitors during the warmer months and serves as a source of staples for locals throughout the year. Many of the most prominent homes of the nobles of Silverymoon overlook the Market from the eastern side. • Eastern Garrison Barracks: During times of relative peace, this northeastern barracks serves as sufficient housing for the Moonguard and Silverwatch who handle the policing and nearby threats facing the city. • The High Palace: A stunning four-spired structure of magnificent white marble, the High Palace is oft considered the defining feature of Silverymoon's skyline by all who approach by road or river. No matter where one looks, the structure is depicted in artistic and ornate flourishes. From the gleaming marble floors and myriad of hanging plants nourished by natural light through massive windows, the interiors of the castle are warm and luxurious. Even the functional battlements contain depictions of magical creatures. Banners of Silverymoon's history and prominent deities hang throughout the courtyards. In the long meandering hallways, murals of previous leaders and landscapes of the region cover the walls, telling a story of the long historied city. Of the four spires, the two northern towers serve as armories and quarters for the High Guard and house the holding cells used by the Silverwatch in their policing duties. The southernmost tower, known as the Bright Lady Tower, serves as the personal residence of the High Mage while the central tower, referred to as Moonshield, holds most of the chambers used for higher level governing functions and residence of higher level officials above. Most notably, the High Mage holds court each morning seated in the Silver Throne in the Great Hall. • Star Court: This two story structure features several spires rising in the air akin to a crown and serves as the lower courts and more bureaucratic functions of the city's government. Within, the Halls of Judgement serve as the criminal court while the Rolls maintains all records regarding various registrations, permits, land deeds, transfers, citizenship, taxation, blueprints, and genealogies to the extent possible. Finally, the Hall of Converse serves as the lower court for citizen's concerns and petitions which then pass along the most pressing matters to the Great Hall for the High Mage's consideration. • The Moonbridge: Perhaps the only feature of the city more famous the the rising spires of the High Palace, the magical bridge spanning up to sixty feet over the River Rauvin is a marvel to the many visitors of Silverymoon. Prior to the development of the Southbank, the Moonbridge served primarily as a defense measure in which the mages of Silverymoon could wait for enemy forces to reach the bridge only to then to cancel the spell maintaining its structure and watch their foes washed away by the rushing river's current. Now, the bridge serves primarily as an attraction to touring visitors and an important functional role connecting the now bustling Southbank and historic Northbank.   Джерело: <https://www.worldanvil.com/w/forgotten-realms-phork37/a/northbank-article>   xxxxx   ilverymoon is a beautiful city that stands amid the an­cient trees of the Moonwoods. Home to over 26,000 hu­mans, Dwarves, Gnomes, Elves, half-elves, and Halflings, it is often called the Gem of the North. Silverymoon's considered the North's center of learning and culture, and its close ties with The Heralds and Harpers, as well as powerful local mages (such as the Mistmaster or the mysterious Shadowcloak), only aid in its reputation as the North's major seat of knowledge. It's a happy place where many races dwell together in peace. The city's peace and civilized demeanor owes much to its kindly, diplomatic ruler, the High Lady Alustriel, a silver-haired sor­ceress known to be at least two hundred years old. Silverymoon straddles the River Raurin at its bend westward toward the Evermoors. The heart of the city, including the palace and Silverymoon's oldest buildings, lies located on the northern bank. Its half-circle shape is surrounded by defensive walls that have been breached only three times in the city's his­tory. The walls are pierced by three gates: Moorgate on the west, Hunter's Gate to the north, and Sundabar Gate at the city's east- em perimeter. A road surrounds the walls on the outside, and it connects with the three trade roads leading out the gates. Across the Rauvin lies the newer sector of Silverymoon. This area contains many warehouses, paddocks, docks, and caravan businesses, but it also plays host to the city's pride and joy —the Vault of the Sages. In addition, a number of magic schools are in residence, and there has been talk for years of unifying them into a mages' university of sorts. The north bank links to the south by the Moonbridge, a construct of invisible magic that glows with a silver sheen in the moonlight. Silverymoon is, outside of Waterdeep, one of the few bright spots of civilization and learning in the North. Its for­tunes are dictated less by trade and war and more by knowl­edge and magic. Waterdeep alone boasts a greater population of settled wizards on The Savage Frontier, but many Silvery­moon rulers, including Alustriel, have always made the preservation of knowledge and the magical arts a priority for the city. Many say that Silverymoon's values toward music, education, and the arts “echo that of lost Myth Drannor," though they are even more open to those of all races than the Elves of Cormanthor ever were. Silverymoon's military might, while it seems small, lax, and primarily for show, is often underestimated. The Knights of Sil­ver, so-called by the bard Mintiper Moonsilver in a ballad for their appearance in battle, are counted among the most skilled and well-disciplined of forces on the face of Faerbn. Given the recent uprise in troubles around the Moonlands, the Knights have recruited more members and now number near 700 strong. With their gentility and poise always apparent, the armies of Silverymoon behave as though no threat existed around them. With the aid of Alustriel and the Mistmaster, they have boldly won a number of battles deemed impossible by those who doubted the fortitude of Silverymoon's defenders. The Knights maintain patrols for seven days' ride around the city, often assisted by many Harper scouts and mages. Often, their might alone (in conjunction with the might of the Lords' Alliance and the Harpers) keeps the many evils of The Savage Frontier, from the Arcane Brotherhood of Luskan to the orcs, at bay from the Lady's city. The Gem of the North also has the protection of Alus- Triel's own Spellguard, a cadre of mages dedicated to helping keep the peace within a settlement so steeped in magic. The Spellguard has 20 to 30 members at any given time, and they are led by Taern "Thunderspell" Hornblade (LG hm W17), one of Alustriel's senior advisors. Spellguard members pri­marily take on the task of defending Alustriel's palace, but they also handle rogue mages in the streets, fires, and other civic tasks. Still, with all the power of the amassed wizards, the Spellguard is essentially used for internal order and de­fense. When one of the wards is triggered or if the Knights specifically summon a Spellguard wizard, the Spellguard also actively aids the army in repulsing an enemy from the city's walls. In recent months and for the near future, at the High Lady's suggestion, two Spellguard wizards now ride with each Knight patrol outside the city. The seal of the city is a thin crescent moon that curves up and points to the right and down, sheltering a star under its up­permost horn. The silver moon and star are displayed on a royal blue field when worn as a badge by all Knights and mem­bers of the Spellguard, Alustriel's elite wizard corps. The seal is also graven in stone markers to mark the boundaries of Silvery- moon-claimed lands. Harpers in the North use the sigil and a number on small stone plinths across the North to represent how many days' ride it is from that point to Silverymoon. Silverymoon mints a crescent-shaped, shining blue coin called an "electrum moon." These are worth 2 electrum pieces in Alustriel's lands and 1 electrum piece elsewhere. The other major currency is a larger, round coin called the "eclipsed moon;" they stamp the shining blue crescent of an electrum moon together with a darker silver wedge to complete a round coin, and it is worth 5 electrum pieces in the city and 2 elec­trum pieces outside the city. As should be expected of a city of high sorcery and culture, Silverymoon is enveloped by protective magical wards. The extent of the wards is not common knowledge, though it is as­sumed that there are wards on the gates around the city. There is also a permanent major ward centered on Alustriel's palace similar to the mythal cloaking Myth Drannor. All of Silvery­moon's wards detect evil creatures, and they also alter magics cast within a certain distance of the gates. The gate wards con­tain spell-triggered alarms that summon the Knights or the Spellguard under certain conditions, and they also negate all   invocation and summoning spells cast by those who do not carry a token against the wards' effects. The wards surrounding the palace are stronger still, though no one has penetrated the defenses of the castle in over a century to test the wards' abili­ties. Rumors say that certain evil races cannot enter the palace grounds without a token to pass through the ward, and only Alustriel and her Spellguard are capable of casting spells within its walls. As with many things in the city, only the Bright Lady knows those answers. History of SfLverymoon As this area is far more dangerous and orc infested than the lands around Waterdeep, Silverymoon's history and heritage as a settlement is far shorter than the City of Splendors. Still, its growing status as a center of learning and up-and-coming trade and capital city have marked Silverymoon as an important site in The Savage Frontier for decades, if not centuries. Like Waterdeep, Silverymoon was the site of tribal meet­ings for centuries before any structures ever graced the site at the river. For reasons long lost to time, the locale at the bend in the River Raurin is a holy site to both Lurue the Unicorn and Mielikki. Therefore, rather than trade, the Silverymoon site was used only as a place of religious pilgrimage from the tu­multuous times after Netheril's fall until roughly a millennia ago. Some parts of the city still retain small groves, despite the need for new buildings, as these are the few remnants that are still considered holy ground to these sylvan powers. Some unnamed human tribe built a small wood-and-rope bridge over the shallows of the Rauvin, after having used the area as a river ford for years. The bridge was replaced decades later by a stone bridge built by Humans and Dwarves together and called Silverymoon Ford, after an alternate name of Lurue the Unicorn. This stone bridge eventually gave way to the magical Moonbridge of today, but some of its carved- stone unicorns still adorn the battlements of the High Palace of Silverymoon. Within a century of establishing a bridge at Silverymoon Ford, the Moonsilver Inn was built nearby by Gareth Am- makyl, and this was the first permanent building on Lurue's holy lands. It took another six decades for much of a lasting village to form around the inn, and yet another century or more before Silverymoon became a city even marked on maps of the Savage North. Legend says that the Moonsilver Inn was once visited cen­turies ago by Mielikki and Lurue disguised as a female ranger and her steed. They fell in love with the inn and the people of Silverymoon Town, since they chose not to plunder the forests and destroy, but rather build in harmony with the site. Popular belief adds to the tale, saying that the goddesses blessed the inn with their power, promising safety to all who keep such good­ness in their hearts. By the time of the Old City, the Moonsil­ver Inn had fallen, but its foundation stones were used as part of the city gates. In fact, some of those same stones are still in use as part of the outer walls of the city, and many natives be­lieve that the goddesses' blessings are still conferred to the city and its natives through the stones. When the first set of city walls were constructed and com­pleted in 637 DR, Silverymoon was officially a city and elected its first of 12 High Mages to rule the city. Previously, as a vil­lage and town, Silverymoon was ruled primarily by warriors who helped defend it from the monsters dwelling all around it. The arrival of the High Mage Ecamane Truesilver and his nine apprentices vastly improved Silverymoon's standards of living and comfort. The ten wizards established a school and library and brought education to many of the illiterate loggers, trap­pers, and fishermen; helped repel two orc hordes from the wooden palisades surrounding the town; and aided the town's defenders in clearing away a local orc tribe that had harassed Silverymoon for over two decades. From Ecamane's first days as High Mage, the Gem of the North has moved ever forward toward his goal of creating a sis­ter city to Myth Drannor in The Savage Frontier. Silverymoon has been ruled by a mage for seven centuries, and the High Mages' rule has been disrupted only twice. The symbol of ruler­ship, the Staff of Silverymoon, was first adopted by High Mage Aglanthol the Red in the Year of the Lost Lance. A new Staff has been carved successively for each High Mage for more than six centuries. In the Year of the Toothless Skulls, High Lady Mage Elue Dualen suddenly abandoned her post as ruler of the city and transported herself to the Outer Planes to deal with some un­known emergency. She left it to her council of advisors to choose a suitable ruler to replace her; instead, the councilors each squabbled and wrestled to gain power for himself. Treach­ery intruded when the commander of the army slew his fellow councilors and established military rule over Silverymoon. The iron-fisted rule of Warlord Lashtor lasted only for one year, but during that time, he slew nearly every known mage living within the city walls and burned the Silver Lady's Library, the predecessor to the Vault of the Sages. Luckily, many of the rare texts and tomes were saved and kept by the Harpers for posterity. Lashtor fell from his bloodied throne with the return to Silverymoon of Lady Elue's greatest apprentice, Tanalanthara “She-Wolf” Mytersaal, whose brother Yril helped rally allies among the army. After deposing and publicly executing the warlord and his ranking accom­plices with magical webs of liquid fire, she freed many of Lash- tor's prisoners and restored the rule of the High Mages to pub­lic acclaim. Tanalanthara became known as Lady Wolf the Protectress and ruled Silverymoon for five short years, during which she restored it to its former greatness but fell defending the walls from an orc horde in 882 DR. The last disruption of the High Mages' rule started in the Y ear of the Long Watch with the retirement of High Mage Or- jalun the Wise. Leaving the staff of office and the city in the hands of his apprentice Sepur, Orjalun left the city almost as mysteriously as Elue Dualen had 200 years before. Sepur, after a cautious two-year wait, exposed his perfidy and simply aban­doned Silverymoon to the fates while taking some of its items of power with him. Years later, his shattered staff was found atop a scorched tor in the Trollmoors, and Sepur is believed to have met a deserved traitor's death. Still, his abandonment of Silverymoon with no successor left the city in turmoil.           In what is now known as Spellsfall, 25 wizards of various 462 and sundry power levels slew each other and destroyed large parts of the city in attempts to gain the Silver Throne of the 503 High Mage. At the same time, both the army and the growing merchant class wanted their candidates to rule the city instead 539 of a new High Mage. A power struggle ensued. The five-month stretch of Spellsfall led to the election of Sil- vermayor Theomel Scalson, a politically savvy merchant with 574 former military ties and children among the surviving wizard class of the city. The Silvermayor led the city well in mercantile terms and rebuilt much of the damage, even doubling the size of the southern sector of the city. However, when huge orc hosts 581 threatened to overrun Silverymoon in the Year of the Black Horde, the Silvermayor found that he did not have the full sup­port of the military, and he was virtually deposed in all but name 587 by the petty, grasping Warlord Khallos Shieldsunder. Warlord Khallos was soon slain in battle against the orcs, 591 whom he believed to be less of a threat than they actually were, and the army saw the first breach of Silverymoon's walls in over 604 600 years by the orc hordes. Valiant support was given to the army by a fledgling Spellguard, an idea of the Silvermayor's that proved fruitful. The walls held for another month while the city 605 fell under siege, with 7,000 orcs encamped around the damaged walls. Eager to claim responsibility and power, the greedy Spell­guard Captain Shaloss Ethenfrost claimed the title and power of the High Mage for himself, though the city under siege hardly 606 noticed or cared in its despair. Alustriel Silverhand and her sister Storm led an army of Harpers to relieve and free the besieged Silverymoon two months later. After breaking the siege and refortifying the city's defenses and walls, Alustriel entered Silverymoon only to 611 come under magical attack. High Mage Ethenfrost saw the people flocking to Alustriel's side, and he wanted to rid himself of a potential rival for leadership. While Storm's Harpers and 614 the remaining defenders of Silverymoon fought orcs at the Battle of Tumbleskulls, Alustriel single-handedly destroyed the would-be-tyrant mage Shaloss Ethenfrost and his two appren­tices in a magnificent spell battle. With the breaking of the 619 orcs and the fall of Shaloss to her credit, Alustriel was unani­mously elected High Mage by every native of the city. Since 1235 DR, Silverymoon has flourished under the kind rule of Lady Hope, Alustriel Silverhand of the Seven Sisters. 621 The following is a timeline of specific events and items of note in Silverymoon's history. While Silverymoon has its own calendar (dating from the election of the first High Mage), the 622 following dates are given as per the Realms standard of Dalereckoning. DR Happenings 384 Silverymoon Ford built as a rope-and-wood bridge 627 over the shallows at the bend in the River Raurin. 403 Silverymoon Ford becomes a permanent stone 628 bridge with carvings of unicorns along its length. 447 The Moonsilver Inn is built at the northern end of Silverymoon Ford. 459 Silverymoon Ford becomes Silver Village as a log­ging camp is built around the inn and bridge.         629 The Silver Lady's Library, named after Mielikki in honor of its location, is established adjacent to Ec- mane's manse. Ecmane donates his collection of rare tomes from Myth Drannor to the library. 631 The Granitefang orcs attack the city from both north and south sides, fighting across the bridge and actually entering the city, but they are repelled by the militia and the mages. Due to constant troubles with the orcs, Mayor Artus Natek passes the mantle of leadership to his army commander, Warlord Kieth. 634 After hearing reports of the growing Granitefang set­tlement to the northeast, Warlord Kieth leads the fledgling army of Silverymoon and a cadre of mages to the Battle of Brokenfang. This battle, with the wizards' help, destroys the nonhumans' settlement and halts all orc attacks on the city for more than four years. 637 Stone walls are constructed around the city's perimeter and are completed by Uktar. Silverymoon elects Eca- mane Truesilver as its first High Mage to rule the city. Year 0 in Silvermoon's Calendar. 659 Known as the Year of Mages' Dawning in Silvery­moon, more than 50 wizards from Myth Drannor and other parts of the Realms migrate to Silverymoon and begin its first era as a center of magical study. 671 Travelers become frequent between Ascalhorn and Silverymoon, and trade opens up with the Dwarves of the North. 694 High Mage Truesilver and 21 other wizards cast mighty protections and enchantments on the walls of the city, which may still exist as the wards today. 707 The High Mage's final apprentice miscasts a find fa­miliar spell and mixes his form with that of a cat. Ed- eran Nharimlur now has light gold fur covering his skin and the green eyes of a cat. 712 High Mage Truesilver dies, but names as his succes­sor Aglanthol the Red, his great-nephew and head apprentice. By year's end, High Mage Aglanthol adopts the first symbol of rulership, the Staff of Sil­verymoon, carving the staff from DUSKWOOD and en­chanting it with various magical powers. 714 Myth Drannor falls. A minute number of wizards and other refugees escape to Ascalhorn and Silvery­moon. The Seven of Silver, a group of allied warriors and wizards, open a gateway to Myth Drannor to aid in its defense, succeeding only in allowing twelve Elves and Humans to escape to Silverymoon. (The Seven of Silver are immortalized by the bard's song “Seven Silvers Falling,” sung by those wishing to commemorate a noble sacrifice.) 717 The young boy Rhyester, blind from birth, sees the dawn on the first day of Ches and has his sight for the first time in his life. By year's end, he and other folk faithful of Lathander have constructed a crude temple to the god of the dawn. 719 Aglanthol dies at the hands of rogue tanar'ri brought to the city by a reckless wizard wishing to open a por­tal to the ruins of Myth Drannor. His successor is the noble Ederan Nharimlur, named High Mage Catseye after his most common nickname. 728 The city celebrates as Ederan marries the elven prin­cess Elenaril, one of the few escapees from fallen Myth Drannor. 734 Due to overcrowding, the city walls are moved out­ward to almost twice the size of Silverymoon at that time (and almost the walls' current location). The space behind the walls is used for garrisons and graz­ing lands for the cattle of the city. The walls of the Old City are left partially standing for people to use as partial foundations and support for new buildings. 747 High Mage Ederan and High Mistress Elenaril are blessed with their second and third children, a boy (Ederan the Younger) and girl (Lynnasha) who share the fur and cat eyes of their father. 1. Construction of the High Palace of Silverymoon begins. 2. Builders of the High Palace are revealed to be spies for the Brothers of the Black Hand, a cadre of Bane­worshipping evil wizards exiled from Ascalhorn. They steal High Mage Ederan's Staff of Silverymoon and a number of priceless magical artifacts collected by High Mage Truesilver. The items are never recov­ered, though most of the Black Hand wizards are found and executed. At year's end, the palace is com­pleted and rests outside the city's eastern walls. 771 Ederan the Younger, a ranger dedicated to Mielikki, disappears in the Lurkwoods. 773 Rhyester dies of natural causes and is laid to rest in the crypt beneath the Lathander's Dawn temple. Within a year, the temple is renamed Rhyester's Matins. 784 High Mage Ederan dies of old age after a long and peaceful reign. His daughter, Amaara “Golden- tresses” Nharimlur, rises to the station as High Lady Mage and Silverymoon's first female ruler. 801 High Lady Amaara announces her betrothal to Tili- marin Forestheart, a half-elf guard captain. Three days before the wedding, Tilimarin is murdered by a green dragon in the Moonwoods. Amaara slew the dragon with wrathful magics, and stripes of its emer­ald hide still adorn the borders of a tapestry that hangs in Alustriel's throne room to the present day. Called the Weeping Lady, the tapestry depicts High Lady Amaara weeping over her fallen lover. 815 Elue Dualen, a white-haired human girl whose magic far outstrips her age, arrives in Silverymoon and be­comes fast friends and confidants with the High Lady Amaara and her sister Lynnasha “Lynx” Nharimlur. 821 Elue Dualen makes the first major expansion of the Silver Lady's Library, and she establishes The Lady's College with Lynx. This is the first open school for mages in Silverymoon that does not force students into apprenticeships with the teachers. The college takes payment in the form of service to defend the city with the army for as much time as they study at The Lady's College.   843 The High Lady Amaara, Elue, Elenaril, Lynx, and three other mages casting in concert create the mag­ical Moonbridge of Silverymoon, replacing the stone bridge that lasted over four centuries. 857 Elue becomes the High Lady Mage by the decree of the resigning Amaara. Amaara accompanies Elenaril on their trek to the west and their eventual goal of Evermeet. 1. High Lady Mage Elue Dualen leaves her rule and the city abruptly, accompanied by Lynnasha “Lynx” Nharimlur. By Ches, Warlord Lashtor rules the city with an iron fist. His army begins slaying mages in the streets, and they put the Silver Lady's Library to the torch. 2. Lashtor is deposed by the mage Tanalanthara “She- Wolf” Mytersaal. Yril Mytersaal, her brother, is named Warlord after Lashtor's execution, and Tanalanthara is named High Mage. She is commonly called Lady Wolf, or the Protectress, in histories. 1. Ascalhorn falls and becomes known as Hellgate Keep. Refugee wizards and others from Ascalhorn form a small tent city within the walls of Silvery­moon. A starving orc horde nearly overruns Silvery­moon in late Nightal, but the city is saved by the sacrifice of Lady Wolf. 2. After a mild winter spent in mourning over the loss of their Lady Wolf, the city's populace elects the humble Tanisell the Cloaked, a human originally from Ascalhorn, to become High Mage Tanisell (the Cloaked Lord of Silverymoon, as a popular ballad calls him). 891 With the influx of people from Ascalhorn and record trade years for the cities' merchants, the city is forced to expand the city's north walls to the locations where they rest today. All the guards' garrisons and some support buildings are demolished and rebuilt across the bridge on the southern shore of the Rau- vin, with new high walls surrounding the Warriors' Quarter. 900 The Vault of the Sages is built and its initial collec­tion includes at least two tomes of knowledge, his­tory, and magic from each mage of the city. The Harpers bestow the lost collection from the Silver Lady's Library upon the Keeper of the Vault. 911 Due to magical fluctuations in the woods and hills around Silverymoon, Tanisell and his fellow mages reassert new enchantments and magics on the walls surrounding the city. 920 The Cloaked Lord succumbs to a fever and dies. His successor is his closest advisor and friend, Nunivytt Threskaal, the Keeper of the Vault of the Sages and ranking mage of The Lady's College. High Mage Threskaal's reign is a peaceful, studious one and is still considered one of the golden eras of magical learning for Silverymoon and her pupils. 927 The young boy Ahghairon of Waterdeep arrives in Silverymoon, yearning to learn magic. He is taken in and taught magic by numerous tutors, including High Mage Threskaal. 941 With the merest hint of his first beard on his chin, Ahghairon shows some of his coming might by single-handedly destroying a pair of young green dragons intent on attacking the city. Ahghairon leaves the city soon afterward to learn more of the Realms. 989 Orjalun is born on Midsummer's Night and is marked as a wizard from birth, Mystra's symbol clearly evident in a birthmark over his heart. 997 Orjalun learns magic exclusively from High Mage Threskaal, who senses a greatness in his pupil resem­bling that of Ahghairon. 1024 Amid some protest over tradition, though none over the young man's ability, the 35-year-old Orjalun is named Keeper of the Vault of Sages. 1032 Ahghairon returns to Silverymoon for a short visit to the High Mage and the Vault of the Sages. From the ancient lore of Myth Drannor, Ahghairon creates the Helms and Robes of the soon-to-be-named Lords of Waterdeep. Ahghairon returns to Waterdeep with Allussus Korolx and Miliredarr Wardh, two ancient sages and trustworthy comrades, and they become two of the first Lords. 1034 Bowgentle is born to a fisherman and his wife on the last day of this year. Guards on the city walls later re­ported the sighting of exactly 21 shooting stars at the time of his birth. 1043 Bowgentle begins to learn magic at the feet of Quin­tas Uhlawm the Kind, an enchanter and Harper. 1050 High Mage Threskaal passes away after the longest rule of Silverymoon. To no one's surprise, Orjalun is named as his successor. 1054 High Mage Orjalun notes Bowgentle's skills in magic and teaches him for a short time. 1058 Bowgentle leaves Silverymoon to embark on a great career matched in scope only by the deeds of Elmin- ster of Shadowdale. 1106 Warehouses, inns, and some homes are built on the south shore of Rauvin, marking the first nonmilitary buildings placed in this part of the city. 1150 Plague strikes Silverymoon, resulting in the deaths of nearly half her people. Soon after, a resurgence in at­tendance at the groves sacred to Mielikki, Lurue, Shiallia, and Silvanus also sparks the construction of a number of new temples. 1230 High Mage Orjalun retires and appoints Sepur as the 10th High Mage of the city. Orjalun then mysteri­ously vanishes later that day in a burst of green light while walking across the Silverymoon bridge. 1232 High Mage Sepur abandons Silverymoon in Ches. Spellsfall sees the death of over two dozen wizards vying for power in the city. Silvermayor Theomel Scalson elected in Eleint.   1235 Warlord Khallos Shieldsunder steals control of the city from the Silvermayor while the city is under siege by the largest orc horde seen near Silverymoon in its history. The northern walls are breached for the first time in 604 years. Alustriel, Storm Silver- hand, and an army of Elves and Harpers free Silvery­moon from the orc siege. Alustriel destroys the self­proclaimed High Mage Shaloss Ethenfrost and his apprentices in spellbattle, while Storm and the Harpers fight the Battle of Tumbleskulls and destroy the orcs. Alustriel is the first High Mage of Silvery­moon ever unanimously chosen by the people. 1247 The Vault of the Sages is moved into its current lo­cation, and The Heralds buy its former building to create the Map House. 1263 Chaos fills the streets when a flock of over 100 tressym fly into the city and roost on the rooftops for a tenday. Alustriel simply shrugs, pointing to Alaundo's Prophecies about the widespread tressym this year. While most of the tressym fly away soon, a number stayed and made the city their Home. 1272 Zhentarim wizards and priests of Bane and Myrkul raise an army of undead, orcs, and other creatures to assault the city but are repelled by Alustriel's Spell­guard. 1343 Silverymoon and Everlund are saved from an orc horde by the noble sacrifice of the Moonlight Men mercenary band. Known as Moonlights' Triumph, only the famed bard and Harper Mintiper Moonsilver and five of his comrades survived. The mercenaries slew over 4,000 orcs at Turnstone Pass before they fell. 1347 Mysterious fires destroy the oldest temple within Sil­verymoon's walls, Everdusk Hall. The fires are too strong and swift to extinguish, even for Spellguard members immediately on the scene, and they only prevent the fire from spreading. It is rebuilt swiftly, but much of the elven church's historical regalia and finery is lost forever. 1. Early in the year, a flight of dragons is diverted away from Silverymoon. Alustriel later declares a tenday period of citywide mourning after the death of her elder sister, Sylune of Shadowdale. Alustriel herself remains in mourning for nearly a year. 2. Alustriel cements an alliance with King Bruenor Battlehammer by aiding the dwarf and his clan against attacks from the forces of the Drow clan Baenre at the newly reclaimed Mithral Hall. 1361 Four Cult of the Dragon archmages arrive outside the city and unleash spells to draw Alustriel out. She and Taern "Thunderspell" dispatch two of them eas­ily, but Taern and other Spellguard members are soon kept busy with a dracolich unleashed on the southern walls. Alustriel defeats another Cult mage, but only the timely arrival of Khelben "Blackstaff" Arunsun and Laeral Silverhand saved Alustriel's life against the final archmage.   1367 In early Nightal, two nights of snow are strangely emerald green in hue. The snow evaporated quickly and spurred fantastic growth and fruit production from all plants within two day's ride of Silverymoon and Everlund! 1369 Alustriel steps down as High Lady of Silverymoon, appointing Taern "Thunderspell" Hornblade as High Mage of the city. Alustriel still rules in the palace, but now she reigns over the nine settlements of the Moonlands and Delzoun. Places of Interest   Arken's Invocatorium: This institute of magical learning was housed in an old garrison post for Silverymoon's soldiers in times past. For the past 30 years, Arken the Icy (NG hm Inv12) made it his Home and school for the special study of in­vocation magics. The building suffered extensive structural damage in recent months due to spectacular miscastings by two of Arken's students who have since been expelled. At Alus- Triel's behest, Arken is abandoning his old building and is pur­chasing property between The Lady's College and Miresk's magic school across the river. With his move and joining of the University, Arken has accepted the opening post of Magus In­voker, the head of the Invocation School. Dawndancer House: This shrine to Sune is one of the smaller temples in the city, but it is noted for its beautiful glass work. Over half of the eastern wall behind the altar is an elab­orate window of stained glass in the shape of Sune's holy sym­bol, and it glows a delicate Shade of rose when the congrega­tion sings. Shandalara Sindertal (CG hf P10) is the human high priestess of Dawndancer House, though some mistake the small woman for a half-elf with her elegant features and slightly pointed ears.   Everdusk Hall: Everdusk Hall was once one of Silvery­moon's oldest and most revered temples. Since its burning 22 years ago, the elven shrine has been rebuilt to the same exact specifications as the previous temple, though the Elves regard it as a lesser work compared to the original. The hall is shaped like a diamond with numerous marble statues of the elven gods along the walls of the ground floor. Upper floors contain a li­brary (holding books and scrolls written only in elvish, all of which have been copied and translated in the Vault of Sages), individual chapels for private worship services, and the offices and living quarters of the clerics and sages that inhabit Ever­dusk Hall. It is said that if you want to learn of the Elves from the Elves, go to Everdusk Hall and find the friendships of lost Myth Drannor there still. The Loremaster of Everdusk Hall is the venerable 350-year-old elf Elaith Waterstill.   Foclucan: The legendary bard college of the North lies in the southern quadrant of the city across the river. Located im­mediately south of The Lady's College, it stands abandoned as it has for over a century since it closed its doors during the orc siege in the Year of the Black Horde. Its exterior stonework is relatively intact, and the shell of the building is clean, but its tile roof is still shattered in some places and the interior was gutted by another fire decades ago. Alustriel has not ordered the building destroyed in the hopes that the college might be restored one day. With the rise of the New Olamn bards' college in Waterdeep, the bard and Harper Myrthos Shyllantham (NG hem B8) has petitioned the High Lady to devote the money to restoring Foclucan to its former glory. With the rumors about unifying the wizards' schools in the air, it seems possible that the bards' school might become part of the magical university if it is to be rejuvenated any day soon.   Fortune Hall: This minor temple to Tymora has seen tragedy in the recent death of Luckpriestess Shermata Chang. Shermata was with an adventuring party deep within the northern Moonwoods, investigating an old ruined temple and tomb complex, when she and two members of Kismet's Champions fell in an ambush staged by the Gnolls that live in the ruins. Her swiftly elected replacement, Luckpriestess Aratha Sul (CG hf P10), ended the period of official mourn­ing within a tenday, and some object to the abruptness of this temple business. Still, to those in the faith, they do not mourn when luck runs out, as they do not celebrate when destiny intervenes in their behalf. The temple itself is small but sponsors a parlor on the southern shore where the soldiers of the city play Games of Chance.   The Halls of Inspiration: This temple for Oghma and Milil is one of Silverymoon's greatest prides. Its high towers are exceeded in height only by the monolithic Vault of the Sages and the High Palace itself. Songmaster Beldor Thrivvin (NG hm P14 [Milil]) and Chief Priest Irithym Winiter (LN hm B9) preside over the services of the two gods of knowledge and lore with the able help of First Singer Corbas Daerhjan (NG hm B6) of Oghma.   The four towers at the comers of this rectangular temple contain extensive libraries and prayer rooms. The spires atop the towers hold solid silver bells that chime the times for ser­vices. The main floor of the temple is a three-story open am­phitheater and chapel with balconies lining the walls for choirs and listeners alike. The top floor of the Halls of Inspiration contains the living quarters and offices of the priests, while the four basements hold other libraries, quarters for visiting bards and indigent souls alike, and the vaults for church reliquaries.   The High Palace: Alustriel's palace is placed just within the eastern arc of the city walls, east of the open market. Offi­cially called the High Palace, it is now both the seat of power for Silverymoon as well as Alustriel's governmental court for her fledgling country. At first sight, the impressive facade and its lofty towers and walls seem carved from one block of solid white marble. The merlons of the battlements are not block­shaped, but rather carved in the likeness of a rearing unicorn. Atop and inside these walls patrol numerous utterly loyal war­riors, wizards, familiars, and a number of other magical safe­guards that serve to make this one of the most impregnable fortresses of the North.   As is widely rumored, many areas within the High Palace have interior wards as powerful (if not more so) as the magical protections on the gates of the city. In fact, without a special ward token, many rooms and vaults in the upper castle and lower dungeons cannot even be entered! The most highly shielded rooms are the Throne Room, the Great Hall, the Councilors' Assembly, Alustriel's Gallery, and the private chambers of High Lady Alustriel; in any of these rooms, no spells or magical items function without the correct ward token.   The High Palace's two northern towers are primarily for the use of the High Guard, the palace's independent guards. The High Guard is 150 warriors strong and is supplemented by the Spellguard, the battery of spellcasters whose main of­fices are in the central tower of the castle. The central build­ing of the keep holds the majority of the official and personal chambers for servants and the High Lady. The fourth and southernmost tower was once Alustriel's Tower and the loca­tion of her private library and laboratories. It has since be­come the temporary quarters and offices of the new High Mage, Taern Hornblade.   While none in the city know for certain, there are twelve dungeon levels beneath the High Palace, and only four have ever appeared on any plans drawn up of the palace. Only se­nior Spellguards and the High Lady's councilors have tokens allowing them into the fifth and lower dungeon levels, while only the High Mage (by bearing the rod of office, the Staff of Silverymoon) can breach the lowest four. Among other things below are prisons, a library of history on Myth Drannor and early Silverymoon compiled by Consort Elenaril, additional food stores for the winter months, the greatest wine cellar north of Waterdeep, an armory filled with weapons of all sorts, and much more.   What most Palace folk believe to be the lowest level of the High Palace is the Crypt of the High Mages, the burial tombs of Ecmane Truesilver, Aglanthol the Red, Ederan “Catseye” Nharimlur, Tanalanthara “She-Wolf” Mytersaal, Tanisell the Cloaked, and Nunivytt Threskaal. Entered through a Mithral gate at the foot of the stairs, the Crypt is protected by wards equal to those in the Throne Room high above. There are seven biers for the resting places of the High Mages, though the last one is empty, a marble statue of Orjalun at its base. The other six High Mages rest as if sleeping atop stone biers, their bodies turned to stone and surrounded by webworks of magic to prevent their rest from being disturbed. Beautifully carved statues of their likenesses in their prime stand by their feet. The statues each hold that High Mage's staff of office in its marble grasp, though Ecmane Truesilver's holds a staff of the magi. No sound may be uttered in this hall above a loud whis­per, and rarely are any allowed into the Crypt beyond family members, the High Mage, or Lady Alustriel.   The four lowest levels, open only to Alustriel and now Taern, contain treasure chambers filled with volumes of knowl­edge and magic of which the Keeper of the Vault of the Sages has only heard. Here lie the sanctums and the private magical libraries of all the previous High Mages save Shaloss Ethen- frost, who never knew of their existence. Aside from Khelben Arunsun's collection in Blackstaff Tower of Waterdeep, the High Mage's Vault contains the greatest assemblage of magical items and artifacts in the North. In fact, it holds more rare ar­tifacts from Myth Drannor and Ascalhorn than Khelben's hoard, though none of the High Mages since Ederan have brought these items from the palace depths.   Given the shift in Alustriel's power, Silverymoon and the High Palace must adapt to their increased influence. Starting with the spring thaws of 1370, the eastern wall of the city, the Knights' Garrison, and the High Palace will be expanded. The palace needs additional space for diplomats and a separate throne room for Alustriel in her new position over the nine settlements of the Interior North, since the Silver Throne is the seat of the city's power. Draftsmen within the city are all feverishly working on plans for the expansions, hoping their designs will be chosen for work on any of the developments in the city. The work may take up to a year, and until then, Alus­Triel and Taern share the High Palace and the Star Courts for their rulerships.   The House Invincible: Vigilant Master Erssler Thamm (LN hm P14 [Helm]) leads the hearty and steadfast worshipers at the city's major temple to Helm. Silverymoon is one of the few places in the Realms that Helm's worship did not suffer after the Time of Troubles. Most of the Knights in Silver and some of the Spellguard are ardent worshipers of Helm, believ­ing that devotion to their duty as protectors of the city allow it to survive. Over the past ten years, this temple has grown in the number of faithful attendants, as it welcomes Helm's worshipers without judgment. Unlike other temples, the House Invincible has no lofty spires or delicate ornamentation. At first glance, it appears as a fortified garrison or stone keep, and it has served as such for troops during times the city walls have been breached.   In fact, the House Invincible has done the city and her Lady a great service. Before a request was even made, Master Erssler opened up a number of offices, quarters, and the lesser chapel as an assembly hall to Methrammar Aerasume, the Shining Guard. Methrammar needs the space within the House Invincible as a temporary headquarters and recruiting post for the newly forming army of their fledgling country. Alustriel and her son are both grateful for the ready aid of the Brothers of Helm, and are glad their new country has some divine backing from the Protector.   The Lady's College: Once the most popular academy of magic in Silverymoon, The Lady's College taught all the Schools of magic (and sought to teach music as well, once the doors of Foclucan closed). The school is famous for producing a number of the finest Harpers in the North and all of Faerhn. In fact, a few students arrive every year wishing to become mages, turning to music and adapting their studies to bardcraft once they discover their true calling.   This school, one of the rare few with the lore to teach the histories of Realmsian spellcrafting, teaches not only magecraft and bardcraft, but it imparts upon its students the chronology and history of what they learn. With the knowledge of the Vault of Sages at hand, students of The Lady's College (and the up-and-coming University) learn of magic before the Time of Troubles, before Ascalhorn's mutation into Hellgate Keep, and even before the fall of Myth Drannor. This information is purely academic now, but it serves to give the students a sense of where magic has come from and where they may take it in the future.     Open discussion of the changes in Mystra's magic and how to change it further only angers old traditionalist teachers, such as Headmaster Vihuel (NG hm W20) and the honored Paol Tirin Sionaehr (LG em W18). Still, Alustriel herself (continuing Elue Dualen's example from the founding of the school) insists that young magelings and old wizards alike learn the past as well as the present of magic. While some are nervous about expanding the College's work among more students and linking it with other schools into a university, few believe that this will change how The Lady's College operates. One of its most successful practices was to allow students to study for free in exchange for equal time served as part of the Lady's Spellguard. This and other practices are certainly upheld, and some of the changes serve to delight even the crustiest of old mage-teachers. For ex­ample, the burden of teaching specialist mages, for centuries a time-consuming task for independent studies with a tutor, are now distributed among the separate schools of learning for each particular brand of magic. The Lady's College enrolls up to 80 students at one time, roughly 20 at each stage of learning (apprentice to 3rd level) with four instructors for each class. New students often have to wait from three months to over two years for a vacancy to open up at The Lady's College. Alustriel hopes that enrollment in­creases and becomes easier with the university system, since many students are now spreading out to specialist schools. The Map House: The Map Keep might be a more appro­priate title for this building, since its four-story-high stone walls seem far more than a “house.” This is the original build­ing that housed the Vault of the Sages, and it rests on the land that once quartered the Silver Lady's Library. Ifs also often called The Heralds' House after its owners, the lore­keepers of the Realms. Maps and extensive genealogies are kept herein, many of which are copies from original docu­ments kept at The Heralds' Holdfast. Whenever a noble fam­ily or commoner needs to check their lineage, the Map House is the best arbiter for tracing the genealogies and witnessing a claim to titles. Mielikki's Glade: This holy site of Mielikki was her origi­nal worship site here at Silverymoon centuries ago as the land became important to her as well as Lurue the Unicorn. Ladyservant Tathshandra Tyrar (NG hf P9) leads the services in this open glade among the garrisons of the Knights in Sil­ver. Tathshandra recently visited Everlund to meet and pray with Jeryth Phaulkon, a recent arrival who appears to have as close a connection to the Lady of the Forest as Alustriel has with Mystra. She returned to Silverymoon looking light­hearted, more entwined in her faith, and far younger than her 62 years. Miresk's School of Thaumaturgy: Miresk's school still ex­ists, but now it is a part of the University of Silverymoon. Miresk (NG hm W21), by appointment of the High Lady, is the Magus Senior of the entire college, not just his single building school. Miresk has his faults of being haughty about his abilities, but he is a very capable instructor. His greatest asset is his beliefs in magical balance and the insistence on the importance of smaller magic, not world-shaking Art. Rhyester's Matins: This is a holy site of Lathander, the first temple founded by his prophet, the blind Rhyester of Silvery­moon, in 717 Dalereckoning. While it started as a small log and mud building taking up only a quarter of the site, it's now one of Silverymoon's major temples. Its congregation hall is two stories tall and the temple and altar are breathtaking. The entire ceil­ing and eastern wall of the temple are made from glassteel and inset with small prisms to provide a wonderful array of rainbows when the dawn's light strikes them during morning services. Unfortunately, situations within the temple are not as beau­tiful as its ornaments. Mornmaster Onadar Ryl (NG hm P16) lies on his death bed after a long, arduous illness severely weak­ened his 92-year-old body. The temple elders are deadlocked on their decision between two candidates for the post of Mornmas­ter: Onadar's son, Lavis Ryl (LN hm P11) and Kuth Charagon (NG hm P10). Lavis was an assumed heir of his father's, but he was never officially proclaimed such by Onadar and spent the last three years away from Silverymoon. Kuth is a lifelong na­tive, a popular speaker, and acted as the Mornmaster's second for the past two years. Both men are suited for the post, but if the succession isn't secured by the time of Onadar's death, the High Mage may have to intervene in temple business. The Star Court: This is the city's central building for courts and assemblies. Every citizen migrating to the city for study—or simply for the sake of living in a safe haven—must register their names, professions, and names of any family members with the Star Court before they are officially ac­cepted as citizens. Citizens must also petition the Star Courts for land purchases, trade agreements with other cities, and the establishment of any magical fields within the city walls. The Temple of Silver Stars: After a period of mourning for the passing of the elderly leader Shanathrera Moonsoul, this major shrine to Selbne has returned to its normal tasks. Re­cently, the clergy of the Temple of Silver Stars allied with the Vault of the Sages to aid local Heralds and Harpers in mapping the surrounding countryside. In fact, High Moonmistress Shalyssa Lurialar (CG hef P13) and High Lady Alustriel have urged some of the younger priests to travel with the Harpers and some clergy of Deneir to map and explore the lands around Silverymoon and the borders of its new country. The Tower of Balance: Often mistaken for an overly large wizards' tower, this minor temple to Mystra is located just north of the High Palace. It is often the site of many weird magical effects that seem to combine wizardly and priestly magic into unique new forms. The fact that this does not seem to disturb Alustriel is enough to give the local people peace about the work of these priests. However, odd goings-on are commonplace here, such as the resignation four years ago of Magister Thukmuul Tele- shann (NG hm W17). With only the briefest of comments at the end of a religious service, he named his replacement as Er- iladar Leafsigil (LN em W14) and stalked out of the Tower. He quickly paced toward the Moonbridge and disappeared at its apogee in a flash of emerald light, an act disturbingly similar to the disappearance of High Mage Orjalun centuries before. In­quiries to Mystra have revealed nothing of Thukmuul's inten­tions or mysterious actions in the interim.   The Vault of the Sages: Lauded as the greatest collection of knowledge in Faerhn, the Vault of the Sages is a monolithic, horseshoe-shaped building five stories high and allegedly an equal number of levels deep. Folk are free to enter the Vault and visit the galleries and lounges on the ground floor and sec­ond floor above, where news of the Realms is posted on broad sheets for all to share. The third through fifth floors are the studies and lesser li­braries within the Vault of the Sages. Herein are offices of sages available for consultation (by appointment only, of course), studies for students and learned folk alike, and drafting rooms for the scribes, forgers, and illuminators employed by the Vault. The studies are organized by general topic (magic, his­tory, ecology, zoology, alchemy, geography, and others), and each hall has a custodian who procures a requested book for the patron. The Vault, as most libraries in Faerhn, charges a reading fee for access to their books (5 gp per book), and the fees rise in accordance to the rarity of the requested texts (+1gp/25 years past). Books on magic are obviously considered rarer texts as well (10gp +2gp/25 years past), though no spell books are available from the Vault for perusal. No personal copying of any manuscripts or maps is al­lowed, but copying services are 50 gp per map, or 2 gp per page of text. These costs increases if additional copies are needed. Scribes and cartographers transfer information in their own handwriting, while the forgers can produce an identical manuscript copy in its original form and writing style for 2 gold and four silver pieces per page. The Keeper of the Vault is also capable of purchasing original manuscripts and literary artifacts (like stone fragments of Dwarvish Runes from Delzoun) for up to 2,000 gold pieces per century of age. If a visitor is not willing to sell the original, he offers to pay up to half the quoted price for the opportunity to forge an exact manuscript copy for the Vault. Only the attendants of the Vault (Deneir-worshipers all), the commander of the Spellguard, and the High Mage are al­lowed direct access to the library's book stores, located below ground. It is said that any other less-focused or learned individ­uals would become lost in the infinite labyrinth of stacks and shelves of the Vault. In truth, the library is quite organized, but only those who have spent more than a decade learning the twists and turns of its passages have any chance of finding a specific work in less than a day of searching. The custodians of the study rooms have spells that summon many of the books to them, though they must be manually returned to their shelves by assistants. The main Vault's magical protections prevent any flame from staying lit while among the books, and they also prevent anyone from teleporting into or out of the Vault at any level. A special ward token (available only from the Keeper) must be carried by the knowledge-seeker or else the trespasser is imme­diately teleported to the Keeper for punishment. Rumors have always existed about the number of books in the Vault, ranging from 6,000 to a million, and the Keeper gives away little on the matter. He simply comments that the Vault holds either the original or a copy of nearly every famous tome, parchment scroll, or carved inscription of the Realms back to Netheril's apex. The Vault is the only known location (other than the ruins in Cormanthor) for a number of tomes of or from lost Myth Drannor, including the personal account by Consort Elenaril on that fabled city's fall (her second hand- copied manuscript is in the High Palace).  

CurrewT Clack

  Characters who investigate the Gem of the North are bound to discover a few things about the city's politics, outlook, future plans, and recent happenings. Of course, such information is bound to be both amazingly accurate and dismally off the mark. It's up to the players and the DM to discover which ones are true.   3. Alustriel has become moderately worried about Turlang's expansions of the High Forest. While there is no problem yet, she and her new ally, Jeryth Phaulkon of Everlund, will have to mediate with him if he expands the forest beyond the Upvale and toward Everlund.   4. The Bright Lady has put her support and some money toward the building of the Rauvin Road to link Nesme and Silverymoon along a trail immediately north of the River Rauvin. While she still deliberates in trade talks with Nesme and the Harpell clan of Longsaddle, she sees this trail as a good trade move, despite the difficulties of pro­tecting travelers on the road. Many say that she worries over possible problems with the High Forest's expansion in­terfering with trade on Evermoor Way.   5. The folk of Silverymoon are all abuzz over the Lady's in­volvement with the destruction of Hellgate Keep. They say that Alustriel herself blocked Turnstone Pass with great magics to protect Sundabar and the yet-weak Citadel Fel- barr from tanar'ri fleeing from Hellgate Keep's destruction. Alustriel herself does not acknowledge this feat, but “a trusted member of her Spellguard told me about it person­ally. . .” 6. Waterdeep's Font of Knowledge, the new temple to Oghma, and the bards' college of New Olamn are gaining popularity in the North, though many in Silverymoon scoff at such attempts to mimic their accomplishments in the Gem of the North. While the newer places have seen swift rises in attendance and donated coins, Silverymoon has likewise seen a migration to its walls. A number of young nobles of Waterdeep have established homes here in Sil­verymoon. As they do not stand to inherit their family lands, they moved here to learn from the masters or simply to use their still-considerable wealth to make names for themselves here. While many are curious or excited over new local nobility and increased money in the city, most are indifferent and go on with their usual studies.   In fact, the city is currently looking to expand the walls of the southern quadrant of the city to accommodate new buildings due to the concerted efforts and monetary dona­tions of Lord Charnos Artemel (LG hm R6), Bressnos' fourth son and an accomplished hunter; Lady Tasmia Gost (NG hf F0), sister to the active Lord Gost of Waterdeep who heard rumors of the trade opportunities opening up around Silverymoon, and her consort Motryth Bladesharp (NG hm F4), a former mercenary and current merchant with connections in Mirabar; Lady Stelar Nesher (LN hf W0), a gifted 17-year-old who is looking to be trained in magic and lore, and her brother Lord Khallos Nesher (NE hm F0), the who has already established a presence in Quaervarr to build more of a personal fortune in logging for himself; Lord Corahk Tchazzam (NG hm R5), the only son of Lord Ulboth of Waterdeep who left Home eight years ago (and is believed dead) and finally settled here after hunting the Moonwoods and joining the Harpers; and Phanami Moonstar (LG hef P4 [Mielikki]), half-sister to the heir of the Moonstar clan who simply wishes a quiet life of prayer and solitude here in a holy place to her Lady. Lady Gost, Lord Nesher, and Lord Artemel are building small villas just outside the southern walls of the city, expecting the walls to grow around them, while the others are simply buy­ing multiple older properties within Silverymoon. 7. Rumors that have stirred for years appear to be coming true. With the untoward wreckage of Arken's Invocatorium and his movement to the south, gossip tells of members of The Lady's College and the School of Thaumaturgy (and other smaller mage schools) dissolving and moving toward the southern quarter. By Marpenoth 1369 DR, the announce­ment is made that most of the magical schools of Silvery­moon (aside from some private tutorial apprenticeships) have fused into one university. Under the direction of Magus Miresk, the University of Silverymoon teaches all manners of magic and wizardly knowledge with individual colleges for each specialist schools. Fourteen buildings west and south of the Moonbridge have been allotted as parts of the campus, incorporating the old locations of The Lady's College and Miresk's original school. 8. AFTER THE FALL of Hellgate Keep and the Dwarves' retaking of the Citadel of Many Arrows, the High Lady summons the leaders of the local citadels and towns to Silverymoon for a conference about their mutual safety. She informs them of the larger picture, with the giants moving into the Troll­moors, the subsequent move of the trolls into the surround­ing lands, and the still-considerable number of orcs in the mountains between the two dwarven citadels. She also warns of a divined prophecy by a number of Spellguard members of a future movement of dragons upon the Nether Mountains and the Moonlands. After three days of deliberations over methods to protect all the settlements from these problems, it became apparent that the citadels and settlements would have to ally themselves into a united country rather than each attempt to defend themselves. Surprisingly, none objected to this idea, as cooperative defense and increased trade were common goals for all concerned. How­ever, the talks soon led to chaos as King Harbromm of Citadel Adbar, King Emerus Warcrown of newly renamed Felbarr, and Helm Dwarf-Friend of Sundabar, as the three strongest leaders there, began quarreling over who was best suited to rule this new nation and from which city. Curiously, both Bruenor Battleham­mer of Mithral Hall and Alustriel did not seek this position, de­spite significant support from their own people. Ten days of political bickering and arguments finally ended when the three would-be-kings acquiesced to their hostess, High Lady Alustriel. The only way they could work in concert was as one nation stretching from Mithral Hall to ruined As- core, and the only ruler that all leaders and peoples concerned could respect and follow was the Bright Lady herself. After a recess of a tenday for her to ponder this decision, Alustriel reconvened the leaders and accepted the mantle of leadership over their united lands. As is her nature, she moved slowly into the role so as not to disturb the tenuous peace of her allied noble leaders or the delicate balance of her own city. Her only immediate change of status was to step down as direct leader of the city and elect Taern "Thunderspell" Hornblade as the new High Mage of Silverymoon to rule in her stead. She named Taern's replacement for the leader of the Spellguard, Jorus Azuremantle (LG hem W12), Taern's reserved yet pow­erful half-elven nephew. Her only demand of the collected leaders was a general re­quest to allot troops from each of the settlements for a unified army to patrol all the lands among their homes, since Alus- Triel's Knights were too small a force to protect all the land. Transferring 200 Knights into this force of Guardians, Alustriel named her eldest son, Methrammar Aerasume (LG hem F14/W12), as the Shining Guard, the army's commander. Ini­tially, only promises of troops were forthcoming, though Methrammar expects to lead an army of 8,000 well-armed hu­mans, half-elves, and Dwarves by Midsummer of next year. If Alustriel agrees to hire mercenaries and adventurers, Methrammar believes he could muster an army 10,000 strong. Until the situation warrants otherwise, the nine settle­ments (Citadel Adbar, Citadel Felbarr, Deadsnows, Everlund, Jalanthar, Mithral Hall, Quaervarr, Silverymoon, Sundabar) each rule themselves as they did before their leaders swore fealty to Alustriel. Alustriel plans a Council of 12 Peers to help her rule this new country, and she plans on involving the Her­alds as part of this, believing The Heralds can aid them in re­membering past multi-cultural realms and how to avoid their mistakes. The Council tentatively consists of King Harbromm of Citadel Adbar (LG dm F10), King Warcrown of Citadel Fel­barr (LG dm F11), Observer Kerrilla Gemstar of Deadsnows (NG df P8 of Marthammor Finder-of-Trails), Elder Jharak Erl- Shade of Everlund (LG em R15), Speaker Ychram Peregyn of Jalanthar (LN hm W12), King Bruenor Battlehammer of Mithral Hall (NG dm F11), Axe-Mayor Luorna Gladeshim­mer of Quaervarr (CG hef R7/P7 [Mielikki]), High Mage Taern of Silverymoon, Helm Dwarf-Friend of Sundabar (NG hm F15), Jorus Azuremantle of the Spellguard, the Shining Guard, and Old Night Shalara Swordshigh (CG hf R9) of The Heralds' Holdfast. As the Council broke up and headed to their homes for the winter, they agreed to meet in Silverymoon every six months or when summoned by Alustriel. However, one item of discus­sion left open for a winter's pondering was the name of this new nation. Alustriel herself has uttered no opinions on the topic, though four names have been suggested and are garner­ing support. Alustryr was proposed by High Mage Taern after his Lady, while Shining Lands was posed by Axe-Mayor Luorna. The dwarven contingent proposed both the High Lands and New Delzoun, while Old Night suggested choosing a name touching on the lands' matron powers of Lurue and Mielikki, such as Luruar. Alustriel promises that the nation shall have its name by Midsummer next year, whatever it may be.   xxxxx   My Slice of Silverymoon By Chesmyr Morrowynd (as told to Ed Greenwood) A stringer of harps, I am. A maker of strings, to speak brighter truth. Neither these fine metal wires nor the magical strangenesses some Elves deal in, but the old ways. Out in the backlands, I hunt and trap the long days away, gathering not mere meat and hide, but the mane hair of rothé and wild horses, and the gut of wyverns and firedrakes, to make the finest strings this side of magically enhanced. I carve the best wyvernbone flutes, too, bar none. So, given that grandly stated personal greatness, why've you not heard of me? Well, I'm not one for cities -- all stink and crowding and noise and unpleasantness and thieves, with so many grasping folk penned up together like hogs in a slaughter-stall. Not for me. I walk with my shadow and stay happy.   Low-Res Version (103k) | Hi-Res Version (823k) But Silverymoon, now . . . aye, the Great Silver Hearth is different. There I go gladly, to see the sights and the folk and know I'm not alone in my love of music and beauty, and not the only beast who thinks kind thoughts in this cold, clawing land of rocks and endless trees and whistling wind. Let me take you to my Silverymoon. Not the grand halls and towers and shining-armored guards you hear of from others, mind. I'll tell you of the little lanes I walk, and the folk I know, and what it all smells and looks like, and the tales they tell. Like most wilder-folk, I've my favorite places, and also whole streets I never go near, so others may tell different of the Gem of the North. What I spit your way is my little slice of this great city. Hunters' Gate We begin where I always do: slipping in through Hunters' Gate, with a nod to the guards who know me and a patient pause before the "Watchful Post" they flank. This Post is no more than a little wooden booth holding a duty mage who peers through a gem of seeing to make sure all who enter are as they appear to be. No darting or running here, for she has a wand of hold person and who knows what else besides -- and the guards are veteran Knights in Silver, and most of them can run and hurl blades swift and sure, not like your sweating sourbellies of Athkatla and suchlike, who growl and wave halberds but can't run down anything faster than a hurrying slug. Afoot, there's no fee for entry into Silverymoon, and you won't see one for citizens known to the guards who ride, or who have but one cart or coach. A wagon, now, is 1 cp empty (of all but empty containers, tarps, and lashings) and 4 cp laden (no matter how little is carried within), and a mounted, coach-carried, or aboard-a-cart visitor is 1 cp/head. If you dismount well out of sight of the gates and lead a pack beast in, your entry will be free -- but not if the guards can see a saddle under all the satchels and lashings you've artfully arranged atop old Thunderhoof. Trying to fox the guards into thinking you're Silvaeren true? Well, be sure to call this northern entry "Bow Gate," as in arrow, or if you're really trying to pose as old Silvaeren blood, 'tis "Bucksword's Gate," after the adventurer who died holding the gate's shattered mouth against forty orcs one frigid night some sixty winters back. Or so the tale goes. Beware, though: The guards see many folk trying to slip into the Market with goods to sell and are watching for false "citizens" or folk who leave their friends and a wagon out in the woods and trudge back and forth through various gates bringing a sack of wares at a time. Pay the "point" (as a copper's called, hereabouts; a silver's a "brighthead" and a gold piece is a "glimmer" or "a little sun" if you're feeling all formal and bardic -- and I hear Southbank and the grand folk who dwell east of the Market have their own prettier names for coins, too) and just get inside without any bother. You can dispute having to pay your way if you really are a citizen and not bringing a conveyance in, but be warned: The guards will hold you until a second mage can be brought to peer into your mind . . . and do you really want that? No secrets at all that you mind all Faerûn knowing? If so, you must be fair on your way to being a god, or perhaps the gods owe you money -- and either way, you don't need to be wasting your time listening to me! All the rest of us, however, would be far wiser to just give over a coin, send a gentle jest with it for good measure, and stroll oh-so-nonchalantly away. . . . What Makes the Wagons Groan Another thing: Any roundskull can think of outlander wagons bringing food and goods from afar into the Market in the snow-free months, but how many of you have ever watched wagons at any city gate and seen their traffic cycles? Well, at Hunters' Gate, think on this: Wagons come in not just from afar, but also from nearer. Those from the forests bring in cured hides, furs, and three sorts of wood: firewood, building lumber, and carving wood. They take back fancy-goods, tools, knives, clothing, maps, wagon wheels, sledge runners, and harness. Those from the farms bring in hay, greens, and table vegetables -- and take back dung, harness, clothes, and sometimes laundry. Some trade-wagons for the Marches north and east bring bars of workable metal, gems, and sometimes coal to Silverymoon, and they take back all manner of worked goods from the crafters of the city and from outlander merchants who came to Market. Oh, and if you're too old, infirm, or weak to ride or walk and swing swords to defend yourself, all of these wagons'll take you as a passenger, too -- bounced and slung along none too gently, and for stiff fees. Even to Quaervarr or Everlund, the fare's typically 2-4 gold coins, depending on your ability to bargain (and a minimum of 4-8 if you've a chest or satchel you need help with). Hollowhar Once inside the gate, I turn sharp west, not right along the inside of the wall where the dung-carts groan and the Knights in Silver ride, but up the narrow cobbled lane that runs southwest from the Westwatch. More properly, it's called Westwatch Tower; that's the westernmost of the two gate-towers. It's the one that has all those green-and-gold banners hung from it to hide the guards' washing, that hangs behind. (And why hide trews? Perhaps 'tis that a lot of them tall-jawed, grim warriors like to wear silken underthings, though it might be they've a care for modesty and discretion. I've never asked.) If you must know, the banners commemorate battles -- and why they remember some and not others is one of the great mysteries of Silverymoon. Top to bottom, oldest to newest, the battles are as follows: Splitskulls (a winter fray against the Granitefang orcs) in 614 DR; the Field of Fire (a rout of the same orcs thanks to old Truesilver's spells) in 628 DR; Thadanthiir's Bridge (wherein the orcs invaded the city itself but were turned back) in 631 DR; Brokenfang (a great victory over the orcs) in 634 DR; Wolfdown (Lady Wolf's defeat of an orc horde) in 882 DR; Tumbleskulls (whereat High Lady Alustriel's Harpers helped us defeat another orc horde) in 1235 DR; Walking Bones (defeat of an attacking undead host) in 1272 DR; and Moonlights' Triumph (the heroic lay-down-their-lives defeat of an orc horde by the Moonlight Men mercenaries) in 1343 DR. Back to that lane I was telling you about. 'Tis called Nutting Lane, and it runs not far: around a gentle curve to an end-moot with a larger, busier cross-ways, Lavarpard Street, that's been thickly planted with the soft, moss-like tough grass known as haethindel, or some such. Nothing wears it away, and 'tis like the softest silks underfoot. Yes, you can eat it, but . . . ho, bitter! As bitter as an orc's kiss in a sleet storm! (Urrhmph. Don't ask.) Ah, but I can speak prettily myself when the fancy takes me: Nutting Lane's short, curving career sees the even shorter Druinwood Way branch off it, to westward (to curve its own way back north and west, to the Wallrun). Nutting and Druinwood are the heart of my slice of Silverymoon -- a little corner of the city called "Hollowhar" for reasons I've never known for certain, but which probably have to do with an early family who settled and built here, only to vanish long ago and leave only their name behind. More of an achievement than many can claim, I suppose. So here we stand. Not a glamorous corner of the Gem of the North, mind, but a useful one. A Glance Farther I know Hollowhar best, and that's all I'll wag my tongue about here. I can say that the next neighborhood (south of Lavarpard) is known locally as Falconturret, after a distinctive mansion once owned by a falconer. He's long in his grave, but the place still stands. I'm not talking official names on maps, mind, or anything larger than a few streets -- streets that in Falconturret today house jugglers, bards, scribes, guides, and adventurers-for-hire. The best dry-vaults in the city (because they're farthest from the Rauvin's flooding reach) are east of Hollowhar, across "the Draw" (the northern throat of the Market, running from Hunters' Gate and widening to the real chaos of stalls and pens closer to the river). Those granary-cellars are dug out of solid stone and are the well-guarded backbone of the city, holding food enough to see us all through a harsh winter and a cropless summer to follow. The rest of us must make do with less grand vaults. Hard west of Hollowhar stands the oldest and most ramshackle warehouse district of Silverymoon. Though it has its cellars, all are crowned by huge old storage sheds made of stone at street level, giving way to wood higher up. Some of those barns were built around the remnants of old towered mansions, which can still be seen thrusting out of the corners. These few streets are known as Timbervaults, for obvious reasons. Though most of the warehouses still serve for storage, increasingly they're being converted to carriage sheds, where wagons for Silvaeren who dwell elsewhere in the city are stored and repaired and repainted. There are also at least two shops I know of in Timbervaults: a glassblower and a silversmith. So those're the neighbors beyond, and all I'll say about them. A Hiding Hole Oh, one more thing about the streets of Hollowhar: Some smuggler or other long ago built a hiding-place right into them at the Waymoot of Nutting and Druinwood. You've seen the north-pointing arrows that adorn the cistern-covers at every Waymoot in Silverymoon, yes? Well, the large flagstone directly west (along Druinwood) from the one at that Waymoot can be turned just a little counter-clockwise, to expose a tiny hollow under its edge that lets your fingers in. Lift the stone, and you'll be looking into the inside of a buried, cracked earthen vessel about the size of a "smallkeg" set on end: about as deep as the easy stretch of a man's arm, and about as wide across as his chest. Sometimes there're cryptic messages in there, scratched on flat stones; sometimes I've found daggers therein with someone's blood still on the blade . . . and sometimes other things I'll say no more about. Local whispers say it was once found filled up with freshly-severed heads! All Hollowhar and most of the Rods this side of the city know of this "hiding hole," but at least two score folk (and mayhap many more) know all about how to find and open it. If truly private stowage is what you're after, best buy a cellar, and search for the little movable "hidestones" in the walls of most of them. The cavities behind some of those can (and have) held good-sized corpses.   Джерело: <https://www.realmshelps.net/faerun/silverymoon/01.shtml> My Slice of Silverymoon (Part Two) By Chesmyr Morrowynd (as told to Ed Greenwood) Pay attention! I've got more to cover here, and you'd best listen. Time enough later for letting your thoughts wander. Downcellars Hollowhar is a working neighborhood, where visitors who come to the Market can, for a few coins, stable beasts or store wares down in the cellars of the old, closely-huddled houses. Nearly all of these byres are stone-lined and plentifully equipped with rushes underfoot, high overhead racks of hay for the beasts (wherein many things can be swiftly hidden from unwanted eyes, mind), and water-troughs filled down long gurgle-pipes from roof rain-cisterns in all but the months of ice. Most of these cellars are sunk a good 6 feet down from the street and are reached down wooden crossbar-shod-against-slipping ramps. Arched windows (usually open gaps that can be closed off with shutters in harsh weather, but lack glass panes) in the upper cellar walls open directly into the street at boot-to-knee level.   Low-Res Version (103k) | Hi-Res Version (823k) At any time of day or night such places are guarded by armed cellar-guards (often sons or lackcoin kin of the owners of the buildings above), each of whom passes time talking and gambling with a friendly cluster of "lantern lasses" (fetch-and-carry boys or girls, who, for a copper, can lead outlanders through the streets to desired destinations). Try to rob such a place, and the younglings'll scatter and call for "the Rods," at about the same time as all the cellar-guards around blow their horns for the same reason. The Rods Now, the Rods are new to Silverymoon, but they are also old and familiar. That is, there've been watch patrols for as long as I've been breathing, but the nickname "Rods" (given to them for the black metal skull-crushing short-staves they bear, that are tipped at both ends with little candle-cages that can be lit to make torches that give poor light but can also scorch writings onto walls and cobbles -- or burn some drunkard's face or hair right proper, too) is new, and so is the composition of these patrols. Expect to see six or seven leather-clad, armed men (there're a few maids, but mostly the Rods are men) who wear gorgets and bracers stamped with a simplified silver moon badge of the city (and that bear some sort of enchantment, mind, that lets them be traced from afar by Spellguard mages; I'm told they glow a faint but pretty blue when such magic is awake). There's stiff justice (imprisonment and mind-reading by one of those wizards, plus at least a lashing, and probably more justice, if he finds something ill in your intent or doings while rummaging around in your memories) for stealing Rods weaponry or regalia, or impersonating a Rod. Each patrol is led by a Knight in Silver and always includes at least one other Knight; if they want to impress, are in a bad mood, or are in the throes of a personal laundry shortage, they'll be in full armor. With them will be a few militia "jacks" in training, and probably some "oldswords" (wounded or down-on-their-luck adventurers who've hired on for the coins -- and passed regular sessions of Spellguard mind-reading). If a patrol goes out expecting trouble, a Spellguard mage or even two may also come along, with perhaps another two to four swift lads who can climb and run and scramble. If you've got the idea by now that Silverymoon is a place that sees little trouble because only fools try to start any, you've been listening and I've been saying some of the right things. Want to be bad? Abuse folks in the college, guild, or whatever you belong to, behind closed doors where the Rods won't be called. An outlander in a hurry to taste trouble? Attend a revel, wait for folk to get drunk, and then get up to tricks. Fortunately for folk like me, the highnoses and lowgowns who throw revels don't dwell in Hollowhar -- or visit it at all, unless they're up to some whisper-secrets game or other. Whisper-Secrets Games Ah, yes, every outlander asks what that naming means. Whisper-secrets -- some are elaborate pranks, some are initiations, some are swindles of rich and gullible merchants, and some are lovers' trysts. You see, Silvaeren are by and large clever, learned folk -- and if they're not gripped by crafting things or songs or new ideas to set Faerûn afire (literally, in some cases!), they grow bored. So some of them devise games that consist of what Waterdhavians might scornfully call "scavenger hunts," or "find the masked fox" or "follow the cryptic clues" across the city -- and sometimes the little riddles and fanciful descriptions lead or mislead players in such games into Hollowhar. Not often, but frequently enough that I've grown used to seeing masked lasses climbing past my window on warm starry nights, or mistakenly whispering catch-phrases and passwords to me in the dark. Sometimes, of course, I play along; you've no idea what fun it can be to misdirect a dozen wealthy young things of an evening, and watch them all blunder into each other or into accosting the wrong (and quite bewildered) outlander or self-important merchant. I'd say more, but then I'd be forced to claim the Red-Eyed Eel from you, or warn you that the Black Lady Passes, or that Four Candles Burn . . . and I'd hate to see you get that bewildered look or run to the Rods or a Spellguard mage with dire warnings that'll only bring us both headaches. The Houses Above the cellars, most houses in Hollowhar have a balcony room that holds a shop, and two or three floors of dwelling-space above that. This is a neighborhood of carvers, who from bone, beast-tooth, or wood fashion the harps, tool and knife handles, combs, flutes, bowls, hand-coffers, gaming boards and pieces, and hundreds of other little things that folk who love beauty like to see adorned. Some merchant societies in Amn and Tethyr even come here to have little trade-tokens carved for them (whimsies in gemstones or shell that they can use privately to mean "you owe me three castles or six SHIPS or seven hundred thousand gold pieces" or whatever). I've seen their agents come skulking, all in silks and bristling with blades and enchanted weapons and menacing glares, to pick up the finished orders from the complicated little locked hiding-places most carvers arrange in their dwellings to frustrate thieves. Carvers seldom hang out signboards, advertise where they live, or invite clients into their homes. More often, clients come to the local "shraehouses" (places that would be called taverns if they were larger) and ask for them, and local lantern lasses go and fetch whoever's asked for, or whoever else they think will do if the one asked for isn't to be found. Carvers' business is most often done over flagons in the shraehouses. So the carvers live above -- with the exception of Vrelda's and the Hawkroost, of which more anon -- and the shops bustle below. The Balcony Shops The storefront balconies typically thrust out over the street some 6 to 9 feet and are festooned with awnings, windows that can be propped open to let air in, and an abundance of herbs and beautiful trailing floral plants that hang down and perfume the street. Small, curving staircases carved with delightful dragon-head, fanciful "never-goyles" (that is, grotesquely cute gargoyle-like creatures one will never see in nature), and flowing, spindle-spired banisters link the street with the shops; larger and plainer rear stairs ascend from the cellars to all levels of the building above. Tasteful signboards (the local fashion is to elaborately-intertwined, elven-style flowing lettering, all curves and curlicues and cutouts that seem to have flowed naturally rather than being carved and smoothed) adorn most shops, often hanging down on chains among the greenery rather than jutting boldly forth from the balconies, as is the custom in most other cities. In general, shops in Silverymoon are cramped and cozy -- even the large ones are so crammed with wares that quarters are close. And yet when space is needed (fitting and "promenade before mirrors" rooms in the establishments of those who sell fine gowns to highcoin ladies, for instance), ample space will be provided. Shops tend to be airy, with dappled Shade where possible and with the endless trill of running water. ("Pipefall" sculptures that bring roof-cistern water down through metal, glass, or wood tubing to make pleasant sounds and plays of light are common.) Not for me the "grand flash" of the brightest, largest, newest, and most expensive Southbank or shadow-of-the-Palace shops, but let me tell you of my favorites of the more modest establishments of Hollowhar. Filling Your Belly Naturally I'd start by telling you where to get fed in Hollowhar, but it strikes me that I'd better say a few words about what Silvaeren eat, first. The flippant answer is, of course, everything -- and that's true, if you've coins enough. Fruit can be scarce in winter and spring, of course, and much of what can be had is pickled or candied, but the Gem of the North can please all palates. But as for us simpler folk, trying to make our coppers stretch, we tend to make do with daily meals built around larger or smaller portions of a soup or stew, fish or meat, bread, and drink. The most popular local soups are onion-and-cheese; mushroom-and-wine; peppery leek-and-potato; and rabbit-and-leek, whereas stews are built around potatoes plus meat bones and leavings. (Peppered mutton and venison are probably the most popular.) The fish is apt to be cold spiced eel or eel pie, or stuffed river crab. The meat will be coney, or roast rothé, or some preparation of dove or duck. Among the wealthy, Silverymoon is known for its sugared breads and its golden yellow "egg-bread," but for the likes of me 'tis "black bread" all the way: small, round "hardloaves" of rich dark nutbread that fit in the hand. When "working" Silvaeren drink, they down tall, slender, lidded tankards of blackroot beer or spiced "moon wine." This last is nothing like the "moonwine" famed elsewhere, but rather is a spiced local blending of dregs of this and that, plus juniper and other forest berries, fermented in local cellars. As you might well guess, it varies much in taste and desirability from keg to keg. Any shraehouse can provide all the workaday provender I've just listed, plus a variety of teas and imported drinkables, a few handwheels of cheese, and pickled wild onions or sometimes skewers of pickled olives imported from the Sword Coast South. The best houses run to real mouth-watering menus, but Hollowhar has only one such bright spot: Swordsfall House. Swordsfall House On the east side of Nutting Lane facing the mouth of Druinwood stands the grandest shraehouse of Hollowhar. Its cellars were long ago enclosed to make a lower level of kitchens, pantries, and jakes (separate and quite lavish "jack" and "maid" privies, with piped water and large sinks), so from the street you'll see elegantly paneled wooden walls between stone columns (at the corners and evenly spaced along both side walls) carved into the shapes of smiling elven maidens. Hmm; those must be rather cold smiles, considering the light sheets they're draped in and how cold it gets of winter nights hereabouts. Those curvaceous pillars hold up a wide weather-awning planted with lush mosses and overhung with tiered stone planter-bowls (usually full of herbs and vine-flowers) jutting out from the walls above, where two floors of folk who must be rather hard of hearing live. I suspect most of the staff of the place are among them and are used to all the din of cooking and serving and patrons arriving and chatting at all hours. People come from many parts of the city for the food here, though it's not a palatial dining lounge like many in Silverymoon, nor large enough for all who'd like to crowd inside. A fair number of patrons dine here and then stroll over to the two more modest Hollowhar shraehouses, or ones nearer their homes, to talk and drink the rest of the night away. I usually meet the harpmasters who buy my strings here, though their shops are in grander parts of the city; thanks to the food and the fair prices (you can easily spend seven times as much for similar fare, elsewhere in Silverymoon), they don't mind the walk. If you happen to be after smaller, less outrageously-priced harps than most folk favor, I can heartily recommend my own clients: Altymo Phaernphar (Phaernphar's Fine Harps, Northbank, Candlestar Lane), Arilyn Dathlue (Heartsong Harps, Northbank, Goblinwood Rise), and Markovel Stonestorm (Stonestorm's Harpery, Southbank, Mrellow Lane). Most shraehouses are crowded places with drinks ledges all around the walls. Drinkers cram the flagstone floor, and a central bar juts from the keg room wall and dispenses lots of wine, almost as much beer, stronger drinks, and hot broth and soup in the coldest months. Swordsfall is like that, but with the addition of four long "common tables" for diners, and twice the usual floor room to accommodate them. Seating is on benches attached to the tables underfoot, service is spartan, and the place tends to be dimly-lit, not to say dark. Open at all hours, Swordsfall is reached by going up a broad, well-worn stair behind a street-level arch. The staircase ascends only a little way before it reaches a stout wooden door (enhanced with magic, too, I'm told) whose handle is fashioned of two swords whose broken-off blades were blunted and welded together, so that two ornamental sword hilts are at top and bottom of a broad, flat metal bar that stands out from the wood of the door. Inside, 'tis always crowded, and no wonder. Master Jarvalar Buckman and four kindly, middle-aged ladies named Alyth, Cathla, Ilmaeri, and Ninrae dispense food and drink (the latter always by the tankard, for prices in the 2 cp to 6 gp range, depending on quality). Meals run from 2 sp (for "low meals") to 6 sp (for "high meals") per serving-platter (a soup or broth comes in a bowl placed on a platter with garnishes). Typical garnishes include honeyed figs, roasted almonds, pickled lemons and quince, biscuits spread with garlic or nut butter, and fruit tarts or "savories" (tarts filled with minced cooked dove or coney, mixed with lime or berry sauce). Low meals include all soups and broths (the Swordsfall specializes in venison-and-mushroom broth), duck livers, thaevor potatoes (thaevor is a strong yellow local cheese), mushrooms in cream, spicy lamb sausage, and wine-marinated pears and Calishite tammar.[1] High meals are usually platters of wood turtle, plucked roast dove, and "firespiced" (seared) rothé steaks, but on rarer nights a patron might enjoy boar with sliced apples, rabbit in zzar, duck in berry dressing, roast duck with chestnuts, whole quail skewered and cooked in butter, diced poultry (fried in garlic, nuts, and ginger), or river clams (steamed in a rich fish stock with onion, sarsae -- the tough-skinned, hardy tomato-like savory fruit of the North -- and herbs). The price of a high meal always includes a "side" of thin-sliced cheese and fruit, and a small cordial (zzar or a fruit brandy) to "clear the throat" after the main repast. Ed's Notes [1] Something like tangerines or clementines, but with a red 'peel' or inedible skin.   Джерело: <https://www.realmshelps.net/faerun/silverymoon/02.shtml>   My Slice of Silverymoon (Part Three)   By Chesmyr Morrowynd (as told to Ed Greenwood)   I've talked about Swordsfall House. Let's start with a recipe and then go elsewhere.   Thaevor Potatoes During a recent night of emptying bottles and trading coziness with Ninrae, she showed me how to make thaevor potatoes (which is what she was supposed to be doing whilst she was really entertaining me) . . . so here 'tis. Peel eight potatoes, and slice thin. Then take you a pound of mushrooms of all edible sorts, and slice them thin, then do the same to two shallots and to sprigs of parsley and basil. Toss these four things all together. Grind a generous handful of pepper, grate yourself a cup of thaevor,[1] and procure a cup of cream. Also take a lick of butter.   Low-Res Version (103k) | Hi-Res Version (823k) Smear that butter around the inside of a deep cooking-pan -- the sort one can cover and bake on racks over a coals-fire.[2] Spread a layer of potato, then one of the mushroom toss, then grated thaevor, then pepper and cream. Repeat; there should be enough for three layers in all. Then bake over a steady bed of coals until done.[3] Ammarlath's Boot Ammarlath Stoneshar is a kindly old sack of wrinkles, but her shraehouse pales when compared to the superb Swordsfall. It's a place for drinks, thick pipe smoke, and a minimum of food. (Smoked fish on frybread or warmed spinach tarts is about it.) It's very dingy, usually crowded (with folk who couldn't get into Swordsfall), and spartan, with no fancy drinkables and prices flat at 2 sp/all beers, 2 sp/broths and zzar, 3 sp/all wines. Seek the overhanging boot signboard dangling from the balcony of the second building on the north side of Lavarpard east of its Waymoot with Nutting Lane. Ammarlath's a good listener and will happily talk troubles and gossip with any patron, but beware: Her dumpy build is largely solid muscle, she can throw a skillet with deadly accuracy and doesn't mind wasting a sizzling fry of contents to fell a thief, and she knows her herbs and concoctions, and has been known to serve drinks that bring swift slumber to unruly patrons -- and to those she's been paid a fee to send early to their dreams. A onetime drover and adventurer in the North, she'll occasionally sell secrets (things she knows about city folk and directions to wilderland features in the lands north of Sundabar, as far as the northern Cold Wood, including a few words about Tulrun). Suldanseir's Not my sort of shraehouse. This place is noisy, crowded, run by the young for the young, and is a house where folk talk too loudly and to impress. I couldn't tell you the names of all the long-haired, swaggering, "I'm a dangerous blade so watch out" staff, but if it's swift and cheap drinks you want, or a brawl, this is the place. The only food to be had is "black" (blood and organ meats) sausages, spiced so hot as to force folk to slake their throats with more drink after eating. Otherwise, prices, consumables, and conditions are much the same as Ammarlath's. An evening lass who was in truth a bludgeon-and-rob doppelganger worked Suldanseir's for almost a season before being discovered and slain. Seek the signboard with the name aglow (a minor magic effect) above a dangling "fall" of strung crystals, on the east side balcony of the second building west of the gateside (northern) mouth of Nutting Lane. It has two staircases, at either end of the balcony; both are apt to be crowded with boldly hopeful escorts after dusk. Dark My Hand, But Sparkling This is perhaps the brightest and most glittering storefront balcony in Hollowhar, and 'tis impossible to miss: It looks north up Nutting Lane from the south side of Lavarpard, squarely in line with the Waymoot. "The Dark Hand" is what's known in The Sword Coast North as a "gem gaudy" shop: It sells cheap "glitter jewelry," mirrors, plumes of dyed feathers mounted for tiara wear, and so on. In this case, the "and so on" is a small array of costumes and disguises that'll fit most Humans and half-elves without alteration. The proprietor, Raugaere Willowynd, is a limping old adventurer possessed of the ruins of good looks, much sarcasm, and eyes that miss nothing and never forget a face. He has a good reason for his wariness: He's a former fence of stolen goods (hence the shop name), and some say the word "former" is a falsehood. Certainly Raugaere turns away petty thieves nowadays, but he does buy secondhand gaudy jewelry and clothing that can serve to be resold as costumes without any awkward questions -- and he also receives regular "we're keeping an eye on you" visits from the Rods. There are rumors that Raugaere knows the Lady Alustriel well, from past dealings -- and that old Thunderspell knows him all too well as a result. In recent years, Raugaere has taken to making painted wax masks and half-masks that make the wearer look like a nondescript human . . . a different nondescript human than they normally appear to be, that is. They don't last long, but as several Knights in Silver have been overheard to say grimly, as they investigate crimes in the city, "They last long enough." Malaver's Blade This establishment is tucked away behind a closed and barred door (with a peephole that Malaver peers out when would-be clients ring his door-gong) on the south side of the large building in the center of the triangular Wallrun-Nutting-Druinwood block. It can be found easily by the smell, however, and many folk brave the spilled blood, fearsome cleavers, and thick smoke of the smoke-rooms to buy the flavorful wares of Breon Malaver. Breon's a cadaverously-thin butcher of few and sour words, and there are the inevitable rumors of his chopping up corpses for fees. These are probably the result of his interest in monster-butchering (he's one of the few folk in Silverymoon I've found who'll be eager to carve up anything scaly and long-jawed that's bigger than three men, if I bring such a morsel to him in a rented cart) -- oh, and because of the ghost, of course. Malaver's smokehouse is haunted by the apparition of a flying, talking severed head. From time to time it fades into view and lunges menacingly at visitors, speaking what might be gibberish and might not (some sages pay to be allowed to come and listen to it, from time to time) in Loross and Thorass. It trails long hair, appears to have belonged in life to a half-elven female, and seems to be enraged at the very sight of human women in armor, or visibly bearing swords. Malaver ignores this phantom, but it's scared away all the staff he's ever hired (he lives alone). However, Malaver's sausages and smokefish are of the best, but cheaply priced (the former are 2 sp for large links and 1 sp for small, and the latter are 1 cp/fillet). I live on them when in town without time to spare to shoulder my way into Swordsfall -- unless, of course, someone else is buying my feast, in brighter streets than those of Hollowhar. Ed's Notes [1] Some expensive-to-my-larder discussions with Elminster lead me to believe that parmesan cheese is our closest equivalent [2] A casserole that comes with a lid. [3] That'd be about an hour at 350 degrees Fahrenheit . . . and have a care for your arteries!   Джерело: <https://www.realmshelps.net/faerun/silverymoon/03.shtml>     My Slice of Silverymoon (Part Four) By Chesmyr Morrowynd (as told to Ed Greenwood) Looking for provisions? Let me tell you about that. . . . Tamabril's Fordorn 'Tis not hard to find this busy place; just look for all the locals tramping back and forth from it, and the trodden leaves underfoot. The northernmost balcony shop of the first building on the west side of Nutting Lane south of the Druinwood Waymoot houses Tamabril's food-shop.   Low-Res Version (103k) | Hi-Res Version (823k) Time for a little Silverymoon history again. Alasamber Druin was a long-ago carver, hence "Druinwood," and Nutting Lane got its name from all the nut-sellers whose shops once lined it. They bought, graded, and bagged (in hempen sacks) nuts gathered by freelance foragers in the forests to the north (something now done out-of-town; now we just get to buy the filled, sewn-up sacks). Falmar Fordorn was a local legend: a fat, jovial, kindly greengrocer who ran the first mixed-food shop in the city that catered to all folk, but tried to offer fresh foodstuffs as well as pickled, smoked, and salted provender from afar. His name has come down to us as the general Silvaeren term for shops that sell fresh greens among other foodstuffs, and Tamabril's, though quite typical of a neighborhood "local," is (for my tongue-taste, anyway) one of the best. Valtha Tamabril is a slender, dark little woman who's probably quite beautiful but doesn't want the world to know it; she wears old rags and mud from her wares across her face, and pulls her hair all wild through a leather nape-sleeve and then lets it trail into everything. Yet she's cheerful enough and likes to talk -- gods above, how she likes to talk! Don't tell her anything you don't want all Hollowhar -- and every passing hungry buyer, too -- to know! (Some feed her lies deliberately, because she certainly sends the rumors flying through the city as if they had wings.) Valtha likes to haggle, but 'tis seldom you'll pay more than 2 sp for anything in her shop (and those'll be her cheeses, at that price; her greens are half that). Year-round she sells powdered herbs, teas from afar, pickles, jams, and cheeses (usually by the handwheel), and in summer and fall Tamabril's will be crowded with fresh vegetables: parsnips, radishes, lothleaf, [1] selpurt,[2] river cress, and wosrel.[3] Vrelda's Every neighborhood has its festhalls, and Hollowhar, it seems, can just barely afford one. Vrelda's is a festhal of sorts -- not a drinks-house with dancing and bouncers and flesh of unbelievable beauty on display amid gems and furs, mind, but a discreet, cozy, slightly shabby place that offers gentle companions for the lonely. The women and men here are closer to friends who'll rub feet, pour tea, soothe, and listen to tales of woe and bragging and bitching from men and women who come out of the backlands with too few coins and too much loneliness. I like Vrelda's and have happily spent too many evenings to count sipping strange cherry teas in its front room, losing a few coins at cards with the lasses. Fat old Vrelda, who scarce came up past my waist, is long dead. The mistress of the house now is "Legs" Larivarra (so-called because she's missing one and stumps around on a wooden replacement). She's as shapely a Moon elf as mens' dreams can concoct but can curse like a sailor and outdrink any four warriors I know. I've never known her last name, but I gather her family is noble or some such, perhaps from Evereska way -- and she wants as little to do with them as they do with her. Larivarra's nine aging lasses are all human females, but in sizes, shapes, and origins that vary right across the board. They're more apt to be seen trudging around in fluffy soft-boots and old thick gowns than silks -- but then, they look as good in bright sunlight as they do by candlelight, and that's a lot more than some night-lasses can claim. She's a few male companions, too, who are just as relaxing and good a companion to those who stop by as the women are. Vrelda's also serves as a message drop: Leave a written missive for someone and a copper coin, and Larivarra will guarantee you two things: Unless Vrelda's burns down, that message will be discreetly delivered to the right someone if they ever drop by or show their face anywhere in Hollowhar (where a lantern lass can see it, that is), and that the chosen recipient's eyes will be the only ones to have read it, when it comes into their hands. Vrelda's stands on the north side of Lavarpard Street; 'tis the second building west of the Nutting-Lavarpard Waymoot. It has discreet entrances on the north, south, and west sides of the building. The precipitous staircase on the east side leads straight up to the roof and hasn't been safe for some years; the strange little cages on some of its steps are dove-traps, that can be drawn in through nearby windows on strings when they've caught a bird. One of Vrelda's lasses (Marissra by name) loves to cook downdove pie. The Hawkroost The large building on the east side of Nutting Lane at its northern mouth, facing the Westwatch and Bow Gate, is "the Roost," a modest rooming-house for folk with more wisdom than coins (that is: the poor). A popular place, the Hawkroost is apt to fill up by highsun on most days, though late arrivals can buy a blanket and a spot on the roof for 1 cp. Here you can rent rooms by the half-day (1 sp), the night (2 sp), the fourday (4 sp), the tenday (9 sp), or the twelveday (1 gp). Your coins buy you a small, fairly clean room with a bed (rope and straw-tick mattress, overblanket and two linen sheets), a jug of drinking water and another of mintwater washing-water, and a chamberpot. A chair is 1 cp/day extra, laundry services are 1 cp/garment more (done next morning), and every room is equipped with a door-bar to keep stealthy night visitors out. (The Roost's ill-tempered menagerie of cats takes care of smaller, four-legged rodents.) Baths (in the cellar cistern, with handflake soap, a frightful scrub-brush, and two towels to dry off with; if someone else of any race or gender wants to wash at the same time, you must share, and the cistern can comfortably hold six) are 5 sp/person. You can often tell the truly poor or backlands folk from the merely coin-careful at a bath: the really needy are the ones bathing in their clothes and spending more time washing them than their own bodies. The Roost is run by Merymys Dracobard, a fat but once stunningly beautiful woman of high station who set aside all the fripperies of fashion and high etiquette (fled from unhappy arranged matches in Athkatla or Myratma or Baldur's Gate, the tales say), and now firmly mothers an everchanging staff of a dozen or so half-starved boys (usually runaways who came to the big, bright city in search of fame and fortune, and found starvation and vigilant Rods instead) who tend the place. They can sometimes be hired by the day for "away work," but Merymys frowns on illicit or dangerous tasks, and will report those who hire her boys "into danger" to the Rods. Merymys (her name's pronounced "Merry-MEEZ," by the way) offers literally bread and water to guests (the former is of her own making -- handloaves of passable black bread -- and goes for 2 cp/loaf), and no amenities. "Want foot-washing and music and honeyed words? Go elsewhere," she says often. Hollowhar rumors insist that a secret room in or under the cellar of the Roost contains dozens of petrified adventurers (or, some tales say, monsters) stored for some dark future event, but the tales never agree on just what that purpose is, or what part Merymys Dracobard is playing in this secretive storage. She isn't saying, but asking her about it will get you the spying eyes of some Rods for a few days, let me warn you. As to Merymys' origins, I know nothing, and ask less, but there is more to her than an aging and overweight woman fled from somewhere else. That much I'll swear.

Delvara Moondark, Procurements

The end shop-balcony on the east side of Druinwood (at its northernmost mouth, where it meets the Wallrun) seems at first glance a dust-covered cavern crowded with secondhand curios. A forest of ceiling-hooks bears more cobwebbed wares overhead than the layers-deep tables or the reduced-to-snakelike-ribbons aisles. Be warned that a very protective tressym lurks watchfully amid all the clutter, ready to pounce on would-be thieves. Most of what fills the shop has lain more or less undisturbed there for seasons on end, because the lady master whose name adorns this establishment makes most of her coins by "getting out and getting things." Delvara is a little, dark-eyed slip of a thing, all boneless acrobatic agility, leather breeches and boots, and flowing-sleeved, distractingly open-fronted bravo's shirts. Short hair, large earrings, pert manner, adept at hurling daggers; that sort. She's an enterprising sorcerer and sometime thief, who for fees will procure all sorts of goods from the shops of others in Silverymoon. She doesn't steal them, mind, she fetches them so you won't have to go searching if you're an outlander or too lazy or high-nosed, or just in a tearing hurry. Delvara doesn't deal in gems or magic of any kind, but the last time I talked over tankards with her, she'd fetched (in the five preceding days): an artificial limb, two grappling hooks, several coils of rope and one of black waxed cord, three leghold traps, a pair of gauntlets of a particular size and finish, and a blank spellbook. Clients pay the retail cost of a fetched item plus her delivery fee (typically 12 to 20 gp to those in haste or whom she knows to be wealthy, and 3 or 5 gp to commoners like me). Those who try to cheat her will discover that she has more than her knives, spells, and tressym to protect her: She's quite cozy, if you take my meaning, with some very powerful and highly-ranked Spellguard mages.

Hablar the Hawk

This cluttered studio of fading parchment and jars of inks fills the balcony of the second building south from the city wall along the east side of Druinwood. Seek you the jutting signboard of the hawk's head turned to the dexter to fix you with one dark, staring, gold-rimmed eye as you approach. Inside dwells and works Hablar the Hawk. This birdlike, balding little man was mockingly nicknamed "the Hawk" in his youth, I'm told, and eventually embraced the name proudly. He comes from the Aumtruskan family of Silverymoon, an oldblood clan long known as tapestry weavers (three younger brothers and a sister all have shops in more glittering parts of the city), but disappointed his sire by turning his back on the family trade for the then-less-desirable pursuit of painting portraits. These days the Gem of the North is known for housing dozens of flamboyant, eccentric folk who'll paint you grand, expensive, and flattering portraits that can make a high lady who looks in life like a bristle-jowled hound into someone of (at the least) serene grandeur, and suchlike; they of course dwell in better districts than Hollowhar. Hablar is more useful to the great run of folk, though -- not just because his prices are lower (typically 25 gp to half that), but because his swift sketches accurately capture likenesses in a very true-to-life manner, and because he can work from memory, after only a fleeting glance. Show him a man passing on the street, and he can in the space of a short song hand you back a portrait that you can give to someone who's never seen the real person, and they can use it to track that right person down. Moreover, although the Hawk absolutely refuses to copy the work of other artists ("forgery" he terms it, scornfully), he'll happily (for full fees, of course) duplicate his own work speedily and precisely -- so you can hand a dozen bounty hunters the exact likeness of one quarry. An End To It And that's my Silverymoon. Oh, I've been in the Palace a time or two, and can spout more if you've the price of a tankard of blackroot, but I'm dry of words for now. Soon enough I'll have heard my fill of songs, kissed enough waiting lips, and drained tankards a-plenty -- and be back out Bow Gate into the waiting wilds. Chesmyr Morrowynd. Remember that name, if harpstrings you're after. I'm the scar-cheeked man with the raven-black hair, the wrinkles, and the nut-brown skin. I walk with a bit of a limp but I'm as silent as a dead mouse -- and I'm the man they still tell tales of, who got in through a watch of six Spellguard mages and kissed Alustriel in her bath one Midsummer Night. I left her laughing and got out alive, and that's more than some can claim. See you across the fire at my next wyvern-kill, if you're bolder than you look.   Ed's Notes [1] A thick, endive-like lettuce-leaf plant, with dark green, jagged leaves. [2] Something between bok choy and celery. [3] As near as I can make out from Elminster, who's no fan of them, these are fleshy edible tubers, something like Jerusalem artichokes, that grow along the banks of coldwater northern rivers and are easily found by their small but distinctive blue, long-stalked flowers; they're pronounced "woz-rel," by the way.   Джерело: <https://www.realmshelps    

The Wards of Silverymoon

  The city of Silverymoon is protected by a powerful magical effect called a mythal. This potent form of elven high magic forbids the casting of several types of spells, causer other spells to, be permanently in effect, and allows the denizens of Silverymoon to use still other spells with a word. The mythal's effects cover the city itself plus an area 1,000 yards beyond its limits in all directions (even up into the sky and down into the earth). Spells with the death, evil, or teleportation descriptor, conjuration (summoning) spells, and evocation [fire] spells are all forbidden by the mythal of Silverymoon. Any attempt to cast such a spell fails automatically, though the spell slot is used up normally.   The following spells are continually in effect throughout the area of the mythal, much like a spell fixed to a hallow or unhallow effect: antipathy (to all evil-aligned demons, devils, dragons, Drow, duergar, giants, goblinoids, Mind Flayers, orcs, and trolls), detect scrying (all creatures within the mythal gain the benefits of this effect), invisibility purge, negative energy protection, and protection from evil.   Finally, characters attuned to the mythal may activate any of the following spells by command word, exactly as if it were an ability of a magic item in the character's Possession: air walk, bless weapon, bull's strength, cat's grace, control water, discern lies, dispel chaos, dispel evil, feather fall, lesser ironguard, quench, remove curse, remove paralysis, shield, shocking grasp, silence, and tongues. Becoming attuned to Silverymoon's mythal requires a special ceremony that lasts a full day, plus the expenditure of 2,500 XP. Attunement also requires the aid and approval of Azuth, Mystra, or one of the leaders of the city. More information on Silverymoon's wards can be found on page 57 of The Silver Marches.   Джерело: <https://www.realmshelps.net/faerun/silverymoon/wards.shtml>   .net/faerun/silverymoon/04.shtml>

Демография

Смешанное (люди 41%, эльфы (все разновидности) 29%, полу-эльфы 12%, дварфы- щитовые 10%, шустроногие халфлинги 5%, гномы (все разновидности) 2%, другие 1%).

Правительство

Правитель: сын Алустриэль   Верховный маг: Таэрн Хорнблейд

Защита

Armed forces

 
Жемчужина Севера защищается знаменитыми Рыцарями в Серебре под командованием Серниуса Алатара и Магостражей под командованием Джоруса Азурмантла. Дворцовая Гвардия присоединяется к битве только тогда, когда Верховный Маг сам выходит на поле брани. Серебряннный дозор обеспечивает поддержание порядка в городе   Knights in Silver 450 тяжелых кавалериста (из них около 50 странствующих рыцарей). Рыцари понесли тяжелые потери в Войне Серебрянных Пределов и все еще не восстановили свою численность.   Spellguard 27 мага и чародея 5 уровня и выше.   Командир:   High guard: 88 ветеранов Рыцарей в Серебре   Командир:   Silverwatch: 120 стражников   Командир:
 

Defenders

    Taern Hornblade of the Spellguard   The defenses of Silverymoon do not end at her gates, however. The Knights in Silver are an order of knights - all clad in gleaming silver, with the badge of Silverymoon upon their shields - who act as the first defense of the city. They lead either units of Moon Garrison (Silverymoon's military dedicated to the defense of the city from external threats) or groups of Silverwatch (Silverymoon's city guard) against all threats. The most veteran members of the Knights are often inducted into the High Guard, who provide the security for the High Palace of Alustriel.   Captain Taern Hornblade, a potent invoker, founded the Spellguard decades ago, and still leads it to this day. Though they began as (and continue to be) Alustriel's magical bodyguard, their wardening duties have extended over time to cover all of Silverymoon as a whole, giving the city a potent body of wizard-watchmen ready and willing to lend their spells to the defense of the Gem of the North.   Though her forces are dedicated to defending Silverymoon first and foremost, there are patrols around the city, within three days ride, called "land-rides." Made up of a dozen or so Knights in Silver, accompanied by two Spellguard battle-mages and a volunteer cleric (usually of Helm, Lathander or Mystra), these patrols venture forth to defend the small homesteads, settlements, and caravan roads within the shadow of Silverymoon.   Ultimately, though, the defenses of Silverymoon lie in her inhabitants. In addition to Silverymoon’s potent standing army, the city is home to many powerful individuals, any of whom bear powerful magic, great strength or prodigious skill. All stand ready to bear all of that and more – down even perhaps to their lives – in defense of their precious Gem of the North.

Активы

Лимит 100 000 зм; Активы 185 365 000 зм

 
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Тип
Large city
Население
37073
Подместа
Включенные места
Персонажи в локации

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